Khrone 648 Posted November 23, 2023 Share Posted November 23, 2023 (edited) The Templar isn't a bad class, it is just confusing and kind of bad designed (sorry developers). Note: Keep in my mind i'm not really an expert on the class, so feel free to disagree. Due to being a hybrid class, the Templar has a lot of different builds, and i'll try to talk about of them. Tank I don't have many complaints about it, i believe it is the most popular version of the Templar, however, it does have some problems. The Deity Statue summoned by the player can be attacked directly, which kinda defeats the purpose of it taking part of the damage dealt to allies. Suggestion: Just make it untargetable like Shaman's totems. The skill Branded by the Sun is not practical. The debuff it applies is hard to activate and it can be resisted. Suggestion: Instead of adding a debuff to enemies, add a buff to allies that periodically heal them. While it still can be removed by skills, only 2 classes in the game can do that (Mage and Chieftain). Also, the key talent Light Burn would increase the allies Critical Damage while it is in effect. Magical Damage Dealer A pretty solid build, i just think it's dumb that one of the best skills for dealing magical damage which is Particle of Life is 50% physical and 50% magical. As someone said in the Russian forum, if you build either full Physical or full Magical, you lose half of the power of the skill. Physical Damage Dealer Unlike the Magical version, Physical builds have far more skills for dealing damage, like Onslaught and Forbidden Trick. It even has a talent that turns Particle of Life into a full-physical skill, so one of the most complete versions in my opinion. Support That's were things get complicated. While the Support Templar is not a bad option, since it has some good defensive skills like Deity Statue and Combat Support, it has a big problem: It doesn't have a reliable healing skill. Teachings of Harad: Too situational, only works if the enemy is stunned. While the key talent Wisdom of Overcoming solves the problem of the skill not working when the enemy resists the stun, it is still not 100% reliable. Suggestion: A complete rework on the skill. Here is my idea: Every X seconds, the Baptism by Fire buff is applied to the character, which heals them and their ally with the lowest amount of health and deals additional damage on the next auto-attack. Stunning an enemy reduces the cooldown by a few seconds. The key talent Wisdom of Overcoming would reduce the time necessary for getting the buff (let's say by 50%). Mantra of Healing: While it is a great skill for saving allies who are near death, it shouldn't be used as the main healing skill, since it removes allies from battle for a few seconds. Branded by the Sun: The heal is just a side effect for tanks, so i don't think it can be considered a healing skill. Also, if you try to use it on 4/4 as a support, it has the risk of stealing the aggro from the tank and turning monsters to attack you. Also, the Templar is the only support/hybrid class that doesn't have a healing basic skill. Suggestion: The Grace skill would be able to be used on allies. While the buff is in effect, periodically heals the target. To not make the skill overpowered, its power would have to be nerfed, to like 15% or 18% damage increase. Edited November 23, 2023 by Khrone Quote Link to comment Share on other sites More sharing options...
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