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Everything posted by Wuuzurd Balls
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Shaman Fury of the Skies branch change
Wuuzurd Balls replied to Solo EU-Emerald's topic in Suggestions
I much agree with this -
[2025.03.05] Contest: Best Costume 2025. Results
Wuuzurd Balls replied to Shimarin's topic in Contest: Best Costume 2025
BR and EU has always been put together in contests, only RU side has seperate winners. They don't care about this side of the contest so they will just pick out the ones that are the easiest to implement in the game -
Cutes costume!
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Bol used to be a happy balloon, helping its creator throw parties all around the world. One night after a rough party, Bol's creator had mysteriously disappeared. Confused and scared Bol started looking all over the place for him but couldn't find a trace. Over the years Bol's sadness turned into anger, and now it's mission of finding the creator has been long forgotten. Every time Bol hears that a party is going to be held, it wonders there to ruin everyone else's fun.
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The problem is that other talents that work that way clearly state that its a chance from ur stat % This new one doesnt have this line that other similar talents have, so it would be weird for it to work that way. Its either bad wording or it decreases the enemy resistance based on ur piercing %, thats why we need confirmation from devs.
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Does the "allowing a control effect to be applied that bypasses the enemy's Resistance based on the character's Piercing Attack." part mean that if u have 20% piercing under rage for example, u have a 20% chance to ignore all enemy resistance or does it remove 20% resistance from the enemy? its not very clear on this!
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They nerfed it cz people were abusing it in wars for ls spam and some gvgs like mm where they get free hits on flag and nobody can stop them, barb was immortal for the duration of last wish and it could be used multiple times in a row, so they buffed cooldown and nerfed the reduction. they could have done it better but this is fine too
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Getting a 25% nerf to self healing when its already impossible to stay alive on a magic templar with everyone "resisting ur heals" will kill off every single magic and hybrid templar. This also seems good on paper but it should give higher damage buff to the templar himself to keep it to around the same as the old grace if these changes go on templar will have 0 chances in both pvp and pve Will the talent get changed too? since this is the only thing the talent does at the moment, or will templars just have a dead talent that does nothing?
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Yea this is a big problem with templar talents, everything else is so bad that ur forced to use only statue talent. Light burn got kinda useful now that guild raids released since its really good there, but other thn that its basicly useless And silence talent does actually nothing since u can only use it on allies/statue it already takes a long time to setup even with the talent.
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Hello, Im back for another year of suggestions since snow rebalance is coming soon! Starting off with: From what we have seen from the teasers we will be getting some form of buff sharing to the skill. But i would still like to see a bit more of a personal buff to templar itself from this, so i will bring changes from a old post i dropped a while ago. Grace should give additional skill critical damage to the templar on top of the damage boost. Currently templar is struggling a lot since they are forced to play DMG role in pve but not having the tools for it. This will help templars have more impact in pve while not affecting other content (pvp, gvg, etc.) Currently this skill is very under used between templars, it has a lot of potential to be good but it needs a bit of help to get there. There are multiple ways of buffing this skill but to keep it similar to what it currently is i believe a new effect should be added where if the templar is using a mace and shield, whenever one of the "Stigma" debuffs the templar adds to enemies gets used by an ally it also heals the templar by a small portion. (like 5-10% magic instead of the normal 110-140% from activating the stigma effect yourself) (this effect could also be activated when the stigma debuff gets resisted) Currently these stacks just keep getting eaten up by other classes aoe skills, so on top of the above change i would like to see only those who have lost hp be able to activate the stigma effect to not "waste" the heal that comes from it. These changes to Solar mark would allow templars to play the off tank role better like someone with a aggro skill should be able to. The skill is overall decent, but it feels really awkward to use in its current state. This could be easily fixed by simply allowing the templar to use it on enemies. Which could be added as an effect to the talent. This would make it a "harder" choice to choose between the 3 selectable talents, and allow templars more build choices instead of being forced to always choose "Strength of Faith" Lastly i would like to bring up Onslaught, this skill has a lot of good and bad in it. Its a decent move for mobility and damage but the animation of the move is super long, So often time you get locked out of using other skills for almost 2 seconds even when there is no cooldown. The debuff that comes with the skill also feels weak so often times people avoid putting points to this skill, as there are better options for pure damage. I would like to see the animation duration lowered so it feels less clunky and slow to use. The debuff could use some changes to either the strength of the slow or its duration. That is all for this year, Thanks for reading
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One of Lowest Class in Game.
Wuuzurd Balls replied to Princess's topic in Discussions and Suggestions
Templar does basicly 0 dmg if u build into survivability, and even if u fully build into it u dont get as much surivability in pvp as other heavy armor classes. Even with full dmg builds u dont get even close to what other dmg classes can do. Also templar auto loses basicly every fight against targets that build any resistance stat or has resistance skills. Only place current templar is good at is gvg/wars, in pvp it lacks dmg and has basicly 0 survivability since every heal can be resisted and everyone runs a lot of resist in theyr builds. Templar hasnt been good in pvp ever since bracelet release, they need some form of anti resist talent/skill to work again. In dgs u have to run templar as a damager but they have no talents to support theyr damage so they fall behind every single dmg class by a lot. Templars damage is fine only if u compare max talent templar to other dmg classes that have 0 talents. People usually pick the char they like, and in highly p2w games like warspear its not really possible to just change ur class when u spent years building one. It costs a LOT of time and money to build a new char. (1 year++ for levels/talents and hundreds to thousands of €€ for new eq/relics/books and amps) -
Book " Critical Frenzy " Animation Change
Wuuzurd Balls replied to SaltyCoffe's topic in Suggestions
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[2024.05.08] Spring Dungeon Speedrun Records!
Wuuzurd Balls replied to Shimarin's topic in News & Announcements
what was he doing in there for that long?? -
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.
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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.
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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
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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.
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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
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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
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Suggestions on multiple templar skill changes.
Wuuzurd Balls replied to Wuuzurd Balls's topic in Discussions and Suggestions
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)- 4 replies
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- templar
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