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Wuuzurd

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Everything posted by Wuuzurd

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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)
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. Almost like mcs complain about every single decent thing elfs have, people just like complaining about the other side
  12. I would swap templars shield for a dmg reduction skill any day, that shield pops after 1 hit from anything even at 5/5
  13. 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
  14. 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
  15. 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"
  16. He said mc chars, not elf chars. Also shield skills are much weaker than damage reduction skills
  17. I like this idea, we should give the same effect to templars mantra too as the skill is basicly the same
  18. 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.)
  19. U cant have a serious fight in any arena mode in the current state of arena How are they not effective?
  20. 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
  21. 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.
  22. 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!
  23. 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.
  24. i know exactly how the skill works, the people who should be walking in flow range are people with resist skills. u will almost never get a situation where u stun more thn 10 people unless enemies just used unity or are just dumb in general. Even on situations where it could stun 30-45 people for 1.8 secs i would still fight that over having perma silence and stun circle on me. you gotta keep in mind too that half the time flow pushes u out of danger unless templar dives in the front line (most of the time getting the templar killed)
  25. Why does everyone keep saying 30+ target skill when with the talent its max 6/9? Without the talent its a 1.8 second stun, if your guild cant handle a stun that small u got bigger problems than just templars flow. I suggest people start learning how to play around aoe stuns the same way elfs had to learn how to play around them instead of just coming to cry in forums whenever elfs finally get viable cc skills
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