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Wuuzurd Balls

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  1. Hello, ill be going trough all aspects of templars in theyr current state. This guide will include: Pve, pvp and gvg Equipment, Skill builds, Talents, Relics and Consumables. (pve = player versus enviroment, pvp = player versus player, gvg = guild versus guild) PVE There are multiple different paths a templar can take for pve, These consist of full physical and full magical builds. There is also a possibility of going hybrid (hybrid = a bit of both types of damage) but in most cases its super weak for pve so i wont cover it here as it should be avoided. General stats for both builds. In pve you will need to build as much damage as possible so you want to focus on getting as much Cooldown, Penetration and Critical hit. In addition magic build wants to get piercing since your minion skill can hit piercing attacks (physical builds will need piercing too if you have the relentless defender talent from the stronghold of faith talent branch) Full physical Pros: -Good aoe (Area of effect) -Good survivability Cons: - Struggles with bosses due to low single target damage (This can be fixed with the Relentless Defender talent from the stronghold of faith talent branch) Item builds There are 2 possible item builds you can go for with on physical templar, One including 2 pieces of cloth mermen armour- and one focused on getting as much damage as possible. Build 1: This build focuses on stacking as much physical damage as possible Cape and amulet: Best for this slot are the Physical, Mana regen, Cooldown cape and amulet (they both have the same stats) (From spring event) Bracelets: In general for this build any bracelet with physical damage and critical works but the best are Physical, Critical, Rage (from snow event) and Physical, Critical, Critical damage. (from tombs) Rings: Physical, Accuracy, Critical damage (from tombs) is best for this slot but Physical, Accuracy, Cooldown (from spring event) is a good alternative. Weapon: The spring craft mace (Physical, Critical, double penetration, attack strength) (from spring event) is the only good option for weapon you should avoid other weapons for pve Shield: For this slot there are 2 options, Either you go for the spring craft double block shield or the piercing shield from snow event. (double block for defence, piercing for damage) Belt: Any belt with critical hit works but the penetration, crit, accuracy and cooldown, crit, block are the best (both are heavy belts from the snow event) Armours: A full set of Sea turtles heavy set (cooldown, physical damage set) is the best (From sea turtle castle dungeon) (I will go more in depth on crystals and runes later) Build 2: This build will focus on stacking critical damage trough cloth mermen Cape and amulet: Best for this slot are the Physical, Mana regen, Cooldown cape and amulet (they both have the same stats) (From spring event) Bracelets: For this slot the best is Physical, Cooldown, Critical damage. (from tombs) but any bracelet with physical, cooldown can be used Rings: Physical, Accuracy, Critical damage (from tombs) is best for this slot but Physical, Accuracy, Cooldown (from spring event) is a good alternative. Weapon: The spring craft mace (Physical, Critical, double penetration, attack strength) is the only good option for weapon you should avoid other weapons for pve Shield: For this slot there are 2 options, Either you go for the spring craft double block shield or the piercing shield from snow event. (double block for defence, piercing for damage) Belt: The heavy lvl 29, 31, 33 parry, penetration, cooldown is the best for this build (lvl29, 31 is from sunken ship chests and lvl33 is from almahad golden sands chest) Armours: Any combination of 2 pieces cloth mermen and 2 pieces sea turtle heavy set (cooldown, physical set) works but sacred sign chest, boots and sea turtle helmet and gloves is the best (Cloth mermen is from the mermen sanctuary dungeon and sea turtle set is from the sea turtle castle dungeon) (I will go more in depth on crystals and runes later) Skill builds For physical there are 2 different skill builds that you should use one focusing on full damage and the other one being more defensive Build 1, Full damage. This is useful for general pve where your just trying to do as much damage as possible. Blame 1/5 Whirlwind of repentance 5/5 Reverse flow 1/5 Grace 5/5 Combat support 5/5 Harad's teachings 1/4 Touch of truth 1/4 Mantra of healing 1/4 Deity statue 4/4 Forbidden trick 4/4 Heaven's power 1/4 Particle of life 4/4 Branded by the sun 1/4 Onslaught 3/4 Build 2, cc damage. This build is especially good if you have the tactician branch of talents, it has damage and also cc (crowd control, stuns etc.) Good in harder late game contents Blame 1/5 Whirlwind of repentance 5/5 Reverse flow 5/5 Grace 5/5 Combat support 5/5 Harad's teachings 1/4 Touch of truth 1/4 Mantra of healing 1/4 Deity statue 4/4 Forbidden trick 2/4 Heaven's power 1/4 Particle of life 4/4 Branded by the sun 1/4 Onslaught 1/4 Both of these builds have added skill points from talents, if you dont have skill point talents unlocked level up combat support last since the other skills are more important Talents Talents are an important part of templars overall kit. In physical pve the best option is to build the stronghold of faith branch This path will unlock a very powerful tool in relentless defender and heavenly anvil for physical templars Both of these talents make the templar into a monster in pve but makes the templars gvg potential go down. I recommend this branch for only those who wish to focus mostly on pve and pvp. The tactician branch allows templar to play more defensively in pve giving you the ability to hold down and stun large groups of smaller monsters. The talents on this path wont give you as big of an edge in pve content but you will also keep a great deal of power in all contents of the game. This branch is especially good on harder content when mobs are super strong like in almahad. The selectable key talents Out of these 3 selectable talents you should always have Strength of faith active, its by far the best ouf of them. It is possible to get some use from the light burn talent on physical pve builds when doing easier content that you know that you can tank. Full magical Pros: -Good single target damage -Good range (easier to stay safe) Cons: - Bad survivability - Low aoe (Area of effect) damage Item builds For magic templar you should always try to go for a build that has cloth mermen in it, tho it is possible to go on without it. Build 1: With this build your trying to get as much cooldown/pene/critical damage as possible Cape: Magic, Mana regen, Cooldown. (From spring event) Amulet: Magic, Penetration, Cooldown. (From spring event) Bracelets: Magic, Cooldown, Critical damage. (from tombs) Magic, Mana regen, Cooldown (from spring event) Rings: Magic, Accuracy, Critical damage (from tombs) Magic, Accuracy, Cooldown (from spring event) Staff: Magic, Penetration, Double accuracy, Attack strength is the best choice for a weapon. (craft weapon from spring event) Belt: Lvl 29, 31, 33 Magic, Cooldown, Penetration (lvl29, 31 is from sunken ship chests and lvl33 is from almahad golden sands chest) Armours: any combination of 2 pieces cloth mermen and 2 pieces of sea turtles cloth armor (cooldown, magic set) works, but the best is invisible knowledge helmet, armor and sea turtles gloves and boots (cooldown, magic set) (Cloth mermen is from the mermen sanctuary dungeon and sea turtle set is from the sea turtle castle dungeon) (I will go more in depth on crystals and runes later) Build 2: With this build your trying to get as magic damage as possible Cape: Magic, Mana regen, Cooldown. (From spring event) Amulet: Magic, Penetration, Cooldown. (From spring event) Bracelets: Magic, Critical, Critical damage. (from tombs) Magic, Critical, Cooldown (from spring event) Rings: Magic, Accuracy, Critical damage (from tombs) Magic, Accuracy, Cooldown (from spring event) Staff: Magic, Critical, Double penetration, Attack strength is the best choice for a weapon. (craft weapon from spring event) Belt: Lvl 29, 31, 33 Magic, Cooldown, Penetration (lvl29, 31 is from sunken ship chests and lvl33 is from almahad golden sands chest) Armours: Full set sea turtle cloth armors (cooldown, magic set) (from sea turtle castle dungeon) (I will go more in depth on crystals and runes later) Skill builds There are 2 generally good magic pve builds, one for full damage and one thats more defensive. Build 1, Full damage. This is useful for general pve where your just trying to do as much damage as possible. Blame 5/5 Whirlwind of repentance 1/5 Reverse flow 1/5 Grace 5/5 Combat support 5/5 Harad's teachings 3/4 Touch of truth 1/4 Mantra of healing 1/4 Deity statue 4/4 Forbidden trick 1/4 Heaven's power 4/4 Particle of life 4/4 Branded by the sun 1/4 Onslaught 1/4 Build 2, cc damage. This build is especially good if you have the tactician branch of talents, it has damage and also cc (crowd control, stuns etc.) Good in harder late game contents. Blame 5/5 Whirlwind of repentance 1/5 Reverse flow 5/5 Grace 5/5 Combat support 3/5 Harad's teachings 1/4 Touch of truth 1/4 Mantra of healing 1/4 Deity statue 4/4 Forbidden trick 1/4 Heaven's power 4/4 Particle of life 4/4 Branded by the sun 1/4 Onslaught 1/4 Both of these builds have added skill points from talents, if you dont have skill point talents unlocked level up combat support last since the other skills are more important (for build 2 you will also lose 1 point from heavens power if you dont have skill points from talents) Talents Talents are an important part of templars overall kit. For magic pve the best branch for pure damage is the Keeper of oaths. This branch gives you a lot of cooldown allowing you to easily spam a ton of spells. You also keep your healing from Harads teachings even if the enemy resists your stun giving you more ways to recover during bosses. This branch is also good in gvgs allowing you to do well in both pve and gvg, tho your pvp will suffer a bit. The tactician branch allows templar to play more defensively in pve giving you the ability to hold down and stun large groups of smaller monsters. The talents on this path wont give you as big of an edge in pve content but you will also keep a great deal of power in all contents of the game. This branch is especially good on harder content when mobs are super strong like in almahad. The selectable key talents Out of these 3 selectable talents you should always have Strength of faith active, its by far the best ouf of them. For magic templars keeping this is especially important since your so much weaker than the physical builds. Relics, Runes and crystals. Relics for physical pve Skill Offensive relic (red) Defensive relic (green) Empowering relic (purple) Group relic (blue) Relics for magical pve Skill Offensive relic (red) Defensive relic (green) Empowering relic (purple) Group relic (blue) This is just a list of the best relics for each slot. all of them arent needed and some can be replaced, but this is what you should try to get. Runes, Crystals This is a list of runes and crystals for each slot, if theres multiple in the same slot you can choose which one you prefer out of the 2. For example if you have a magic pve belt but you already have max critical without this crystal, you can use piercing on it instead. Consumables for pve Potions: Physical/Magical, Skill cooldown potions are very good offensive potions. They play into templars high base damage and allow them to spam skills at a faster pace. If you want a defensive potion option then Physical/Magical, Steal health potions will be the best for you. They give you a extra spike of damage while also making you heal back a lot more health so its easier to stay alive. Scrolls: Power build-up scrolls are a strong option, they give out a lot more damage than most scrolls, in addition they give the facilitation stat that increases the duration of positive effects applied to you Pacification scrolls are also a great option, they also give out more damage than normal scrolls. They also come with the counterstand stat that reduced the duration of debuffs and stuns on you. Food buffs: Heady rums are overall the best food buff, they help you tank a bit more than you would be able to normally. Turtle soup is also another great food option if your struggling a lot with mana regen. Minions: Medusa is overall the best pve minion for templar for just pure damage, it gives out a passive cooldown buff and also a damage buff for your entire party. Green dragon is another really good minion for just raw damage, it gives passive penetration and it also has a damage buff. White rat is also a good option if you think your damage is enough, it gives a movement speed buff that can be really strong in dungeons. Himal is another good movement speed minion, this one also gives a passive damage buff. PVP & GVG (pvp = player versus player, gvg = guild versus guild) There are many builds templar can make to adapt to the many pvp and gvg situations that they come across. All of templars possible builds include full physical that excels in pvp but is bad at gvgs, Magic that is good in both pvp and gvgs and hybrid that excels in gvgs and is decent in pvp. General stats Full physical, you need to try and build as much damage while trying to stay as tanky as possible Hp, Pene, Cooldown are all important Full magical, for this build your mostly focusing on support and trying to stay alive trough healing Hp, Stun, Cooldown are all important Hybrid, with this build your damage is super low so you will spend most of ur resources to tanky stats Hp, Resistance, Block, Cooldown are all important Full physical Recommended for mostly pvp. Pros: -Decent burst damage -Can get really tanky Cons: - Low healing so staying alive can be a problem - Struggles in group fights more than the other builds Recommended item build, Runes, Crystals Cape: Physical contenders (From arena shop) Amulet: Physical contenders (From arena shop) Bracelets: Physical contenders (From arena shop) Rings: Physical contenders (From arena shop) Weapon: Physical, Ferocity, Accuracy, Magic (From arena shop) Shield: Defense, Ferocity, Block, Health (From arena shop) Belt: Defense, Health %, Parry, Accuracy (Belt from heavy armor craft) Armours: 2 pieces of heavy mermen set (from mermen sanctuary dungeon), 2 pieces of greatness gear. (From arena shop) The best are Power incarnation helmet, chest and greatness boots and gloves (Defense, Resilience set) (Can be swapper around with basic arena armors) Recommended Skill builds Blame 1/5 Whirlwind of repentance 5/5 Reverse flow 5/5 Grace 5/5 Combat support 5/5 Harad's teachings 1/4 Touch of truth 1/4 Mantra of healing 2/4 Deity statue 4/4 Forbidden trick 4/4 Heaven's power 1/4 Particle of life 1/4 Branded by the sun 1/4 Onslaught 1/4 If your using the Stronghold of faith branch talents switch points from forbidden trick to particle of life. Recommended Talents If you want to max out your damage you should go for the Stronghold of Faith talent branch This will help you deal with people a lot faster than you would normally do, this branch is also not as reliant on hitting your stuns to kill your enemies. Tactician is a generally good branch if you want to play a more supportive role while also doing damage Tactician helps you keep your enemies still while you smack them around! From the selectable key talents you should ALWAYS have Strength of faith active. Full Magical Recommended for both pvp and gvgs Pros: -Decent single target dps -Has a ton of healing Cons: - no aoe - Low damage Recommended item build, Runes, Crystals Cape: Magic contenders (From arena shop) Amulet: Magic greatness (From arena shop) Bracelets: Magic contenders (From arena shop) Rings: Magic contenders (From arena shop) Staff: Magic, Ferocity, Penetration, Cooldown (From arena shop), you can also get the Magic, Critical, Accuracy, Stun staff (From horror event) for more stun focus instead of dmg Belt: Defence, Health%, Magic, Cooldown (Belt from cloth armor craft) Armours: Full set greatness cloth armour (Cooldown, Resilience set) (Can be swapped around with basic arena armors) Recommended Skill builds Blame 1/5 Whirlwind of repentance 1/5 Reverse flow 5/5 Grace 5/5 Combat support 5/5 Harad's teachings 4/4 Touch of truth 1/4 Mantra of healing 2/4 Deity statue 4/4 Forbidden trick 1/4 Heaven's power 1/4 Particle of life 4/4 Branded by the sun 1/4 Onslaught 1/4 Recommended Talents Getting the keeper of oaths branch will let you keep healing even against people who have fully built against stun builds. This will also allow you to spam a lot of support spells due to the increased cooldown it gives Tactician is a generally good branch with this you can get people off you better and also lock down groups of enemies You should get tactician over keeper of oaths only if your planning on doing more pvp than gvgs From the selectable key talents you should ALWAYS have Strength of faith active. This will help you tank more damage since your very squishy with staffs Hybrid Recommended for gvgs only Pros: -Good healing -Tanky Cons: - very low damage - Always needs a team member to do well Recommended item build, Runes, Crystals Cape: Magic contenders (From arena shop) Amulet: Magic greatness (From arena shop) Bracelets: Magic contenders (From arena shop) Rings: Magic, Health, Resistance (From bday event) Weapon: Magic, Physical, Critical, Cooldown (Craft weapon from melee weapon crafting) Shield: Defence, Health, Double block, Attack strength (Craft shield from spring event) Belt: Defence, Health%, Magic, Cooldown (Belt from cloth armor craft) Armours: 2 pieces of greatness (Cooldown, Resilience set) (Can be swapped around with basic arena armors) 2 pieces of Titan's mighty set (Craft armours from snow event) The best pieces are Greatness helmet and chest, Titan's mighty gloves and boots. Recommended Skill builds Blame 1/5 Whirlwind of repentance 5/5 Reverse flow 5/5 Grace 5/5 Combat support 5/5 Harad's teachings 4/4 Touch of truth 1/4 Mantra of healing 2/4 Deity statue 4/4 Forbidden trick 1/4 Heaven's power 1/4 Particle of life 1/4 Branded by the sun 1/4 Onslaught 1/4 Recommended Talents The tactician branch should be the only one used in hybrid sets since its the overall best one for gvgs. This will help you lock down your enemies while you stay back supporting your team. From the selectable key talents you should ALWAYS have Strength of faith active. General pvp and gvg Relics Skill Offensive relic (red) Defensive relic (green) Empowering relic (purple) Group relic (blue) Relics are an important part of any pvp and gvg builds, so you should try to get as many of them as possible. In some cases some of them can be a bit on the expensive side so you can switch around: Terrible relic of apathy -> Terrible relic of sickness Ice relic of captivity -> Terrible relic of deadly infection Magic relic of resilience -> Great relic of continuous effect For group relics if you cant get the expensive ones just try to get either of the ones that go on the slots, since they help other relics a lot. Consumables for pvp/gvg Potions: Templars greatly benefit from any potion that increases resistance since you need to stay mobile and move a lot. Scrolls: For scrolls you want something that will increase your overall tankiness, these will help you stay alive against classes that hit hard. Food buffs: Heady rum and turtle soup are the only real food buffs you should be using, if your struggling a lot with mana you should use turtle soup, if not then always use heady rums. Minions: Any minion that gives the Resistance or cleansing skill will go well on templars. There are also a lot of minions with different types of stun and general cc skills, these are always good to have around to extend your overall cc potential. End. Thank you for reading this far into the post, i was planning on making this a lot shorter, but i saw that there was no real up to date guide for templars. so i decided to make one myself! Hope it helped those who are stuck not knowing what and how to build as a templar since the class is a lot more complicated than most.
  2. Currently the skill has many issues mostly coming from it being locked behind spesific builds and setup times that ruin any chances for templars to be proper damagers in pve spesificly. The current skill needs more mixed damage instead of locking half of the skill for spesific builds, the current talent Furious Protector is also in need of some changes as this talent locks templars even further in theyr build choices. Changes: Particle of Life: An attack that deals physical or magical damage to the enemy in the amount of P% of the character's physical or magical strength and summons a monster to the enemy for T sec. The monster deals physical or magical damage to the enemy in the amount of D units and A% of the character's physical or magical power. The damage chosen for this skill is based on the weapon the character is using, Physical damage if the character is using a mace and magical damage if the character is using a staff. The values of the skill would need to be changed a bit depending on the damage type, but this would allow templars more freedom of choice in theyr build while also not losing the use of half of the skill. Changes: Furious Protector Now the "Particle of Life" skill summons two monsters to the enemy (max 2 in the area at the same time) , and the range of its attack is increased by 2 yards. Instant skill damage reduced by 100%. The lifetime of the summoned monsters is reduced by 40%. The maximum health of the summoned monsters has been reduced by 15%. This change would help templars get a more consistant dps instead of being forced to wait the super long cooldown of the skill, this would also help with templars being forced into going full physical if they go to the "stronghold of fait" talent branch. Every other summoner type class has a way of getting more than 1 summon at the start of theyr skill trough talents. Templar alone is stuck getting only 1 of them so i think it would be fair to let templars do this too. Changes: Particle of Life +: Increases skill strength gain from character's physical damage by 5% and skill strength from character's magical damage by 5%. This should also be applied to both damages from the "particle of life skill" as it currently only gives physical damage to instant damage and magic damage to the minion damage (with the new change idea i have here" Templars are generally weak compared to every other class in the game, id even say theyr the weakest pve class currently in the game out of all the "damage" classes. Most low damage classes have a lot of healing or other support skills that they have instead of just damage so it makes up for theyr own low damage but templar has no pve support skills so they are stuck being full damagers for pve and not getting even close to any other damage class in terms of dmg. These changes to the Particle of Life skill and its talents would give templars a easier time keeping up with other damage classes. (Templars pve problems are so bad that people dont even build pve sets on them currently, since theres no point when a +8 of any other damage class can outdmg a +10 templar as long as that +8 class has talents. Current templar basicly has no pve talents to speak of so they are left very far behind every other class) Theres no real problems with this talent but it would be nice to see it changed into something that affects templars minion skill too since its in the "minion" branch, Every other class that has these types of minion skills have a whole branch fully dedicated to theyr minion skill while templars one is just 1 talent.
  3. There seems to be a bug with templars statue that removes invisible buffs from scrolls and similar effects when the statue is hit by enemies even if the templar isnt in the same location as the statue. This seems to be caused by the new debuff that gets added from hitting the statue (could be something else too but this hasnt been an issue before this update) a.mp4
  4. I can see they dont care about temps, every "balance" patch its just nerfs to temp even tho its one of the weakest classes in the whole game in everything except group fights.
  5. Ig they should just remove the debuff thn, its basicly useless vs mcs anyway someone should tell gms that it shuldnt generate aggression towards u since u dont put the debuff on them, the statue does. It would be same as ur minion hitting the enemies and it giving ur character aggression points instead of on the minion
  6. After you place templars deity statue near mobs and they attack the statue they will start attacking the templar instead of keeping on hitting the statue. (bug with the new debuff from attacking the statue) test.mp4
  7. Guessing its for the pene on physical builds, could make it so it gives the pene on both staff and shield along with hp and gives block / some other stat like cd depending on ur weap. but in this case the stats should probs be lowered a bit cz u start getting too many stats from it! ( the block could also be changed into some other stat fully)
  8. Now that were nearing our yearly balance patch i would like to give out my ideas on changes i would like to see for templars. These are mostly focused on adding more benefits on templars pve and also allowing templar to be a "mixed damager" more efficiently as they are templars weak points. Current whirlwind of repentance: An attack that deals physical damage to all enemies in the amount of 20/40/60/80/100 units and 85%/95%/105%/115%/125% of the character's physical strength within 2 yards of the character and applies the Quicksand debuff to them with a 40%/50%/60%/70%/80% chance of success for 3/4/5/6/7 sec. The buff reduces the speed of movement of opponents by 10%/20%/30%/40%/50%. When the skill is developed to level four or higher, the buff also reduces the opponents' Accuracy parameter by 17%/20%. The maximum number of player targets - 3/3/4/5/6, the number of monster targets - 6/8/10/12/14. As the skill develops, skill damage, chance of application, strength and effect duration of the buff, as well as the number of targets, increase. Changed: An attack that deals physical damage to all enemies in the amount of 20/40/60/80/100 units and 85%/95%/105%/115%/125% of the character's physical strength within 2 yards of the character and applies the Quicksand debuff to them with a 45%/55%/65%/85%/100% chance of success for 3/4/5/6/7 sec. The buff reduces the speed of movement of opponents by 10%/20%/30%/40%/50%. When the skill is developed to level four or higher, the buff also reduces the opponents' Accuracy parameter by 17%/20%. The maximum number of player targets - 3/3/4/5/6, the number of monster targets - 6/8/10/12/14. As the skill develops, skill damage, chance of application, strength and effect duration of the buff, as well as the number of targets, increase. Current Force inversion talent (Tactician branch) Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%. Changed: Now the effect of the skill "Reverse Flow" moves enemies to the center of the vortex zone. Periodicity of skill trigger increased by 15%. Increases the cooldown of "Reverse Flow" by 4 seconds. Current grace: Increases physical and magical strength of the character by 10%/13%/15%/18%/22% for 22/24/26/28/30 sec. As the skill develops, the power of the effect and its duration also increase. Changed: Increases physical and magical strength of the character by 10%/13%/15%/18%/22% and skill critical damage strength by 3%/6%/9%/12%/15% for 22/24/26/28/30 sec, When the skill is developed to level five the skill also increases the value of the skill critical damage of the members of the characters group by 10%. As the skill develops, the power of the effect and its duration also increase. Current touch of truth: Creates a suppression zone around the character or ally that expands during 2 sec. After reaching the maximum size, the zone disappears and blocks the ability to use skills for all opponents who are inside of it for 4/5/6/7 sec. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and the number of player targets increase. Changed: Creates a suppression zone around the character, ally or enemy that expands during 2 sec. After reaching the maximum size, the zone disappears and blocks the ability to use skills for all opponents who are inside of it for 4/5/6/7 sec. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and the number of player targets increase. Insight into the Truth (key talent): The effect of the "A Touch of Truth" skill is triggered instantly. The duration of the negative effect is reduced by 1.5 sec. Changed: The effect of the "A Touch of Truth" skill is triggered instantly. (make it actualy trigger instantly instead of triggering after 1 second) Current onslaught: Moves the character to the enemy from a distance of at least two yards and deals physical damage to them in the amount of 115%/125%/140%/155% from the physical power of the character and applies Deceleration debuff to the enemies within the radius of 2 yards from the target for 5/6/7/8 sec. The effect slows down the enemies' movement speed by 15%/20%/25%/30%. The maximum number of player targets - 3/4/5/6, the number of monster targets is unlimited. As the skill develops, the effect duration and strength, the skill damage and the number of player targets increase. Changed: Moves the character to the specified area and deals mixed damage to them in the amount of 40%/50%/60%/70% from the physical power of the character and 25%/35%/45%/55% from the magical power of the character then applies Deceleration debuff to the enemies within the radius of 1 yards from the area for 5/6/7/8 sec. The effect slows down the enemies' movement speed by 15%/20%/25%/30%. The maximum number of player targets - 3/4/5/6, the number of monster targets is 6/8/10/12/14. As the skill develops, the effect duration and strength, the skill damage and the number of player targets increase. Current particle of life: An attack that deals physical damage to the enemy in the amount of 120%/125%/135%/150% of the character's physical strength and summons a monster to the enemy for 13/16/23/28 sec. The monster deals magical damage to the enemy in the amount of 55/80/105/130 units and 65%/75%/85%/100% of the character's magical power. As the skill develops, skill damage, monster parameters and lifetime increase. Changed: An attack that deals mixed damage to the enemy in the amount of 120%/125%/135%/150% of the character's physical strength and 20%/30%/40%/50% of the character's magical strength then summons a monster to the enemy for 13/16/23/28 sec. The monster deals mixed damage to the enemy in the amount of 55/80/105/130 units and 65%/75%/85%/100% of the character's magical power and 15%/25%/35%/45% of the character's physical power. As the skill develops, skill damage, monster parameters and lifetime increase. Current Furious protector talent (Stronghold of faith branch) Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards. Instant skill damage reduced by 50%. Changed: Now the damage of the monster summoned by the "Particle of Life" skill is calculated from the physical strength of the character, and the range of its attack is increased by 2 yards, the critical damage of the monster is also increased by 30%. Instant skill damage reduced by 50%. Current forbidden trick: An attack that deals physical damage to an enemy in the amount of 150%/165%/180%/200% of the character's physical power, moves the enemy 3 yards behind the character's back, and applies the Stun debuff for 2/2/3/4 sec. As the skill develops, the skill damage and effect duration increase. Changed: An attack that deals mixed damage to an enemy in the amount of 150%/165%/180%/200% of the character's physical power and 50%/65%/80%/100% of the characters magical power, moves the enemy 3 yards behind the character's back, and applies the Stun debuff for 2/2/3/4 sec. As the skill develops, the skill damage and effect duration increase. For the current deity statue i just want to see a better priority system, for example always give first priority to the templar and theyr party members instead of it being fully random on who gets the buff. Branded by the Sun, I have a whole post about this skill HERE.
  9. I doubt theres a single templar that uses that branch, every templar i have ever seen is either using left branch or right branch, And even if u pick this talent on temps u can only heal 1 time from each resisted person since it cant target the person that resisted it again. Also what does inoperable here mean? If it just stops working after the max number of hit players is reached thn its basicly just a 1.8sec stun with a 22 sec cooldown This skill is already weak as is since its just a one time heal, tho it should be fully reworked anyways since current templars see basicly 0 use from it.
  10. Some of these dynamic quests placements are very badly designed, in most cases they block out quests until the dynamic is off. For example this cannon dynamic is fully blocking out the "Ifrit Prayer Chamber" daily quest. Even with my max geared character i have to most times spend a few life scrolls just to get to these quests, And in this spot spesificaly the aggro range of the mobs are so large that its impossible to sneak past them. These types of dynamics should always be in theyr own areas or be inside caves with no other quests in them, or at minimum have the mobs aggression range low enough to let people pass trough them without wasting life scrolls for nothing.
  11. Adding book buffs to talents is just bad design, only about 1% of the playerbase can get access to these books so why would anyone waste theyr time and money on leveling up these talents? Unless these books are made more accessible to the general playerbase they should be removed/reworked since they serve no purpose other than baiting people into wasting money to buy books. This also gives me a bad feeling on future talents on other events
  12. Almost like mcs complain about every single decent thing elfs have, people just like complaining about the other side
  13. I would swap templars shield for a dmg reduction skill any day, that shield pops after 1 hit from anything even at 5/5
  14. And mcs are already unkillable with shaman heal totem and all the dmg reduction skills mc side already has. Ur trying to "fix" a problem that doesnt exist by making the most broken skill in the games history
  15. They are supported by talents due to how weak they are on theyr own, even with talents they break in 1-2 seconds. While yes shields can be stronger in a 1v1 - 2v2 situation, dmg reduction is a lot better in mass fights/gvg
  16. They are good but dmg reduction is simply better overall thn shields. In most fights shields get broken in a few seconds while dmg reduction lasts a lot longer. Also this skill idea u have is way too overtuned and broken for a single ability. having a 20% max hp heal to you and 9 allies every 1 second and giving them 40% damage reduction would make these 9 people immortal for the entire duration of the skill. if 10-20 locks were to have a skill like that they would make an entire group of 90 - 180 people unkillable. A skill like this also wuldnt make much sense on a wlock as they are suposed to be all about damage/control skills. They are not healers/supports. As for the resistance addition, u would need to add it to every other skill of the same type too (bm tree, templar mantra) as they suffer from the same weakness of getting "targeted after using it"
  17. He said mc chars, not elf chars. Also shield skills are much weaker than damage reduction skills
  18. I like this idea, we should give the same effect to templars mantra too as the skill is basicly the same
  19. Branded by the Sun: Applies the "Aggression" effects to all enemies for T sec., as well as the "Stigma" debuff to Y enemies within a radius of 3 yards from the character for R sec. Every successful auto attack on target with the "Stigma" debuff restores an amount of health equal to P% of the character’s magical power to the character or their ally, removing debuff from the target. Skill level 1 2 3 4 T 6 7 8 9 Y 3 4 5 6 R 6 8 10 12 P% 110% 120% 130% 140% Energy expense 12 14 16 18 Cooldown 14 ^ This is what the skill currently does (taken from Templar skills and talents post) I came up with a pretty decent idea based on how templars are currently played. Branded by the sun has 2 different states in this idea, one where ur using a shield and one where ur using a staff. When using a shield: The skill will keep the aggression effect as normal and apply the "Stigma" debuff as normal. But instead of healing with magic it would heal based on ur highest damage value. (more magic would add the normal 110%/120%/130%140% healing from magic and having more physical would add 50%/55%/60%/65% healing from physical) (i put in a temporary healing value for physical since i wouldnt know how to balance this without testing, but i do know physicals healing value should be lower thn magics) When using a staff: The skill would remove the aggression effect, and instead it would add a new debuff that increases enemy damage taken by a certain % (this damage bonus would be pve only similar to the "Light Burn" talent), for example 4%/6%/8%/10% more damage taken for 6/7/8/9 seconds for each level of the skill. This skill would also keep the "Stigma" debuff as normal having 110%/120%/130%/140% healing from magic I believe these changes to the skill would keep templars role better allowing shield templars to stay as sub tanks while also being able to support theyr team a bit better, while also allowing magic templars to play the supporting role better without having to kill themselfs to mobs. This change would also make the "Light Burn" key talent of templars more useful since currently its barely ever used as people dont bother with the entire skill. (Currently only physical templars can use the aggro without dying to large mob groups while not being able to use the healing part of the skill at all, and magic templars die to mobs if they spam aggro on them too much making them not able to use it properly either.)
  20. U cant have a serious fight in any arena mode in the current state of arena How are they not effective?
  21. The whole post is a troll anyways Like 40% of the entire mc side is chiefs and barbs Reapers have a resist skill + a jump, rogue has a jump and can basicly 1 combo a templar. dk has a pull so he doesnt even need to get close. Every mc melee class has a way to play around a templar. Why wouldnt u stun and focus down a templar if its as serious of a threat as people here seem to think? doesnt make any sense
  22. Flow without the talent isnt meant for defending, its meant for blocking off areas. In any big fight most people go full resist buffs so flow isnt gonna do much, only actual advantage u pointed out here is in seals and while it is a problem u can just focus stuns on the templar to get rid of him. When flow is used to def a small area it only works vs melee chars, and most mc melee chars already have a resist skill so whats it gonna do to them? and well if u decide to walk into a melee range on any ranged char u have bigger issues thn templars flow.
  23. Theres no point in nerfing daggers since this nerf would affect classes outside of seeker too, instead the nerf should be directed to the seekers themselfs!
  24. what advantage do you get from pushing people around when most of elfs aoe needs people to stay still? most of the time templars just push people away from mages, palas etc. While locks can keep enemies locked down so they can be focused down and killed more easily.
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