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Let's talk Templar builds


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#51
Shinnyshin

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As for changing the range of WoH/SP I would prefer it if they were both ten meters, but that is mostly due to their excessive cooldown. I would at least prefer it if at the very least they had the same range as each other. Why is Spell Purge a 5m and WoH 4?


I feel like this would be ridiculously overpowered, especially since you can get that cooldown much lower with crits. It already 1-shots in threatening. Your suggestion would be just...farcically ludicrously obscenely over the top.

#52
Chaz Darkbane

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I feel like this would be ridiculously overpowered, especially since you can get that cooldown much lower with crits. It already 1-shots in threatening. Your suggestion would be just...farcically ludicrously obscenely over the top.

 

You could say it would be....godly. Get it? Godly? Wrath of Heaven? No? Okay I will shut up now. 

 

As for it one-shotting that is pretty much completely up to the base damage of your weapon (which I only recently got a decent one hander, so maybe it will look better now). Also consider the fact that Spell Purge requires a primer crowd control effect to work off of and Wrath of Heaven doesn't stun every type of mob.

 

As for the crit chance reducing the cooldown with Flow of Battle that is kind of a long shot and also reliant on either your cunning or weapon mods. The Templar has no built in increased chance to get a critical hit like the Reaver. Actually you know what? That would be a great passive for the Templar, we could call it

 

  • Righteous Fury: The Templar gains 10% increased critical chance against Demons (that would affect mages with the Mage Slayer perk)

 

Tie it in as a side perk for Champions of the Just and watch your effectiveness grow considerably.



#53
PvtNiss

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Yeah one shotting an entire room full of mobs more efficiently would be too much. That's reserved for all the mages, archer and reaver. :( Still waiting on BB to be a team wide aura but for now it's OK I guess.

Champions of the just, Cutting words, BB and Horn when I was tanking a lone demon commander really made that assassin drop a massive ****** nuke from stealthed flank using his cull the herd passive. I should have Cdr. buttsex finish me for the last sacrifice next time, pew pew.

 

Gonna have to respec to get my points out of line in the sand. <_< Is shield bash enough of an AoE to hit 3-4 enemies effectively or am I going to be using payback strike with challenge?



#54
Terrato13

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 Is shield bash enough of an AoE to hit 3-4 enemies effectively or am I going to be using payback strike with challenge?

I think the most i've hit with it is 2, maybe 3, but it's fantastic against guard, it knocks enemies down, acceptable damage, and looks pretty cool.



#55
Shinnyshin

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You could say it would be....godly. Get it? Godly? Wrath of Heaven? No? Okay I will shut up now. 

 

As for it one-shotting that is pretty much completely up to the base damage of your weapon (which I only recently got a decent one hander, so maybe it will look better now). Also consider the fact that Spell Purge requires a primer crowd control effect to work off of and Wrath of Heaven doesn't stun every type of mob.

 

As for the crit chance reducing the cooldown with Flow of Battle that is kind of a long shot and also reliant on either your cunning or weapon mods.

Yeah, it'd be pretty divine.

 

I'm running a good-but-not-great weapon and am reliably 1-shotting all the base-level mobs on Threatening.  Iirc, only the bruiser units of each faction (Knights, Rage Demons, and Brutes?) don't get stunned.  And stalkers for some reason.  Basically, the fodder and archers always go boom and that's all that really matters.  If the radius were expanded to 10m--and just think about what doubling radius does--then 2 Templar speedruns would probably become the new meta because it'd be so ludicrously efficient.  The other two party members would pretty exclusively open doors, chests, and pots seeing as they'd never get to touch any non-elite unit.



#56
PvtNiss

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I don't think making the AoE more "A"oE is going to make templars anything like the new meta. There are still better classes to make entire rooms go boom with lower base cooldowns and more effective ways to cool those methods down. Using the combo empties you stamina so you won't be blowing your horn right before or soon after or be able to block effectively anymore. I don't use or like the combo as it is right now because its dropping my potential support I could give to the classes that do nuking far better. If it had a bigger range I might consider using it but then templar would just be able to start to fill the slot of a DPS. Become on par with other DPS classes. It would be interesting to see a DPS-ey 2h templar class available in the future with several other classes for multiplayer, right now I see templar as mostly pure support unless their toolset changes.



#57
IamTheAttack

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Am i the only one who feel the lack of an aoe taunt in the templar kit?

I am mean he has good stuff but ffs, he is supposed to tank as well :)



#58
TormDK

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Attack - You do realize the Templar in multiplayer is female right? And rather cheery at that :)


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#59
IamTheAttack

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Attack - You do realize the Templar in multiplayer is female right? And rather cheery at that :)

 

Yeah sorry, but can't see boobs with dat big armor so i am pretty confuse  :(



#60
TristynTrine

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I would of preferred 6 skill slots and 2 potion. I only use hp/regen potions anyway or hp and a grenade. Hard to choose skills Q_Q


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#61
Myala

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I feel I should post here again since many people are still a little lost with this character. I mainly play as the Templar. Right now I have a build that I really like that I won't be prestiging anymore and will keep her at 20. She plays very different in threatening compared to perilous.

The abilities I use are Shield Wall, Horn of Valor, and WoH, Spell Purge. In threatening you can go pretty offensive if you want. She doesn't draw that much agro but when you do you can use shield wall and good footwork to escaped and attack while waiting for the combo to cool down.

Perilous is much different. I use her as a backline of defense. Usually there is two ranged teammates that will either use line of sight just stay at an area that can't be flanked. I will stay right in front of them and spam the horn of valor. If enemies do make it torwards use I will either attack to draw agro, block them into a wall or corner with sheild wall or just block if they are attacking me and tank, or use WoH to stun if it is a group or assassins. Do not use the combo and just smack them or allow your other teamates to attack them. Unless you and your team has terrible gear they will usually die quick after being stunned. Save the Purge for detonating groups that your mages incapacited or on mages.

Using that strategy as a defender of mages/archers has worked really well for me. The damage bonus from horn of valor really helps with the speed of runs also and keeps most of us alive by helping them kill them before they can even get to us. I don't get much XP though except from weapon kills but I don't care about xp and I am just looking for Gold for chests. You don't get the 50 combo kills medal like you would in threatening. Which is fun to play too. Just go ham with the combo and practice parrying with sheild wall in that mode.

If anyone wants my build let me know and I will post it here later when I get home.
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#62
IamTheAttack

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I feel I should post here again since many people are still a little lost with this character. I mainly play as the Templar. Right now I have a build that I really like that I won't be prestiging anymore and will keep her at 20. She plays very different in threatening compared to perilous.

The abilities I use are Shield Wall, Horn of Valor, and WoH, Spell Purge. In threatening you can go pretty offensive if you want. She doesn't draw that much agro but when you do you can use shield wall and good footwork to escaped and attack while waiting for the combo to cool down.

Perilous is much different. I use her as a backline of defense. Usually there is two ranged teammates that will either use line of sight just stay at an area that can't be flanked. I will stay right in front of them and spam the horn of valor. If enemies do make it torwards use I will either attack to draw agro, block them into a wall or corner with sheild wall or just block if they are attacking me and tank, or use WoH to stun if it is a group or assassins. Do not use the combo and just smack them or allow your other teamates to attack them. Unless you and your team has terrible gear they will usually die quick after being stunned. Save the Purge for detonating groups that your mages incapacited or on mages.

Using that strategy as a defender of mages/archers has worked really well for me. The damage bonus from horn of valor really helps with the speed of runs also and keeps most of us alive by helping them kill them before they can even get to us. I don't get much XP though except from weapon kills but I don't care about xp and I am just looking for Gold for chests. You don't get the 50 combo kills medal like you would in threatening. Which is fun to play too. Just go ham with the combo and practice parrying with sheild wall in that mode.

If anyone wants my build let me know and I will post it here later when I get home.

 

Hi mate, i would be really interested by your build with passives you take, feel free to share :)



#63
killsion

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I'm considering dropping Unbowed for Horn of Valor, but getting guard with Shield Wall was far more trouble than it should be in the past. Anyone got some tips on how to actually gain guard effectively with it?



#64
Myala

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Leave the last enemy alive and just let him smack at your sheild until it is full. Most of the time I find that I have some pretty good guard up just by parrying with sheild wall. Just practice timing. Even if the enemies aren't hitting you you can still gain guard from many of their attacks since they have a wide arc. The revenant hits you if you are behind him!

#65
killsion

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Leave the last enemy alive and just let him smack at your sheild until it is full. Most of the time I find that I have some pretty good guard up just by parrying with sheild wall. Just practice timing. Even if the enemies aren't hitting you you can still gain guard from many of their attacks since they have a wide arc. The revenant hits you if you are behind him!

 

I'd try to do something like this but the mob would usually just stand around and not take a swing at me, then just get killed by everyone else.

 

Also say I'm fighting a Rev or Brute, I'll block like the first 2 hits, and at that point, I'm gonna break on the 3rd hit, so my options are, turn around and get hit and lose the guard I gained as I try to run away, or... let him break my guard and knock me down.

 

Not sure what to do there.



#66
Myala

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Brutes are the Templars biggest pain in the butt. If they are agroed on you just kite them around everyone else. If not try and hit them directly in the butt so that you only have to block one of the three attacks. Remember that the woh does nothing so dont even try. But you can detonate them from sleep or other incapacitations .

The revenants are easier. If they are agroed on you just kite them also. The are the most fun to kite because of that fist they throw. Its fun to watch it bounce off. If he is not attacking you it is the same as the brute. Hit him from behind and watch out for the attack that hits behind too.

Unless you are on routine you can not stand face to face with a brute and win as a templar. Pretty much the same with revenant but I've been able to time him by running in an out. He can't be comboed but I do believe woh still does damage.

TLDR. Smack them in butt. Block third attack. Kite if agroed. Let teammates kill.

#67
killsion

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Hmm I'll keep it in mind.



#68
JaceNowater

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I'm curious as well about you build myala. I have been running shield wall, shield bash, woh and spell purge and it kicks butt on perilous. Shield Bash is to knock down dangerous stuff and get some damage off, Woh for groups and spell purge if woh only stunned or if the group is mages. SHI ELD WALL to help tank and whoever is around me survive. I also love how if your aim your guard a center of demon commanders glyph you block his move. XD

#69
Myala

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Sounds like a similar build and style. I find demon commander easier to deal with than brutes. I hate them. Does should bash knock them down?

#70
Saboteur-6

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People complaining about Stamina issues need to take the +Stamina passives in Divine. She has plenty of Stamina and I have a ton of success running:

 

  • Shield Wall - Parry blocking and to help body block.
  • Unbowed (w/perk) - Insta max Guard from just a few enemies. Synergizes well the stun from WoH.
  • Wraith of Heaven - Huge damage vs Demons and a critical skill in your Divine combo. The stun WILL hit scrub fodder enemies including rogues and you'll regularly finish games with a gold medal thanks to  25 - 30 self-initiated team combos.
  • Spell Purge - Your Eldritch Detonator and the sidekick to WoH. You will instaglib peons for unresisted 3.5k spirit damage (critting around 8.5k) and they will have to hold that.

Tanking Primer - Understanding team roles (read this first / it's worth it):

 

So I'm still seeing a lot of confusion in how the Templar fits a team and it's largely because people are so new to the multiplayer that they aren't clear on team synergies. I'm taking the time to write this out to hopefully expand your mind and show you how versatile strats can be. First off, you need to understand that combat is balanced around TWO fundamental aspects; MITIGATING incoming damage and DEALING outgoing damage. That's it. How your team handles that is up to the players but it DOES NOT MEAN that you have to pigeon hole team roles. A LOT of people want the melee warrior role to MITIGATE damage by holding THREAT via facetanking enemies while the backline or other DPS heavy classes do the majority of the heavy lifting. That's what a lot of people mean when they say TANK. They mean soaking incoming damage while holding threat. The thing is, not all teams have to be built around that concept. For example, CROWD CONTROL focused classes help to MITIGATE incoming damage through knockdown, sleep, freezing, stun, etc, so a constant classic aggro tank holding all THREAT all the time isn't necessary. Do aggro tanks pair well with a good CC class? Absolutely. Point is though is that an aggro tank is not vital every time with every team comp.

 

EDIT: In lieu of further conversation in this thread I want to point out that this build/playstyle is directed more more for Routine/Threatening players as that's been the majority of my playtime. Perilous viability needs further exploration.

 

Where does the Templar fit in a team? -  This is the space where you find an offensive Templar. By utilizing BURST damage, the Templar MITIGATES incoming damage by straight up making things dead, CC STUNNING enemies, and then having the survivablity to continue to DPS in melee, body block, and normal attack stragglers/high HP targets into the ground. You will not, and should not, be expected to hold the aggro of everything on the map as a Templar. Your job is to priority nuke high threat common enemies like Mages, Rogues, ARCHERS, and melee fodder scrubs. You ned to hit the spawn first prioritizing clusters (I always look for archers, rogues, mages, melee in that order) an then generate threat by proximity. The big slow heavy units might look imposing but they are easily kitable by your teammates and use heavily forecasted moves so your ranged DPS classes will have their OWN answers for survivability. Remember there are skill tree PASSIVES that reduce threat for Rogues and Mages where the Templar can increase threat. You really should be taking these if your having trouble with aggro.

 

On Boss fights: Depending on the enemy type your largely going to excel at choke hold nuking and slaying adds. Red Templar Commander can be kited by ANYONE and doesn't require facetanking. Neither does the Venatori Mage. If you find yourself Boss aggro'd with either of these two you have the benefit of Shield Wall and Unbowed to turtle / counter attack while the rest of the team reorganizes.

 

  • Ol' Dirty Bastard Demon Commander: ...deserves his own sub-section. EDIT: So it turns out it's possible to facetank the DC as a shield using warrior thanks to Shield Wall. It's still risky as the timing and method have little room for error but it's definitely effective if you pull aggro on the DC. Essentially you need to : 1. Know that the DC has aggro'd to you. 2. Build Stamina by auto-attacking until you see the Green Fog appear around your character after the DC has teleported. 3. Rotate your right stick camera as if you were trying to look down. 4. Hold your Shield Wall button until the DC erupts. 5. You'll block the attack though it can eat through your Stamina and guard break pretty easily. His follo up attacks (the ranged blast, the arm slash, the panic shriek) can be blocked as well provided you have the Stamina. The shriek can be blocked in that it'll build guard but the panic will still land however, Unbowed actually will break the panic status effect if it's off of cooldown. Using this strategy, I successfully held the DC's aggro for 5 matches yesterday and was able to facetank the DC at the bottlenecks. Personally the margin for error feels no different than sprinting to make the DC whiff but it's more foregivable if you're hit since you're not getting hit for from behind for huge damage.

 

In closing: Templar is a fine inclusion into any group and has the option of being more support heavy (Myala's builds for example). I personally have a ton of success with the Templar with an offensive build and can contribute well on teams even as the only Warrior. Don't listen to the haters and realize that there's a ton of variety in this game.


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#71
PvtNiss

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My templar is beast damage dealer god play like me or u a hater.

 

Ok.



#72
Saboteur-6

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Ok.

 

Way to be reductive and condescending, neither of which was the intention of my post.



#73
ZoliCs

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So I just unlocked the Templar and want to make her a pure tank. Any opinion on this build?:

 

Actives:

 

Shield Wall
Unbowed + Still Standing
Bodyguard + Not Today
Wrath of Heavens + Embrace the Light
 
Passives:
 
Bulwark: +25% max guard
Trust the Steel: When you have guard +20% armor
Turn the Blade: +20% damage reduction
Adamant: +20% armor
Biggest Threat: +25% Threat
Champoin of the Just: +10% party damage against demons
Maker's Will: 5% party weaken  chance
Mage Slayer: anit-demon now applies to mages and magical creatures (btw anyone knows what classifies as magical creature?)
There is no Darkness: 10% elemental resistance for party
Bear Mauls the Wolves: can't be flanked and less likey to be staggered
Flow of Battle: 1sec cooldown reduction on crit
Deep Reserves: below 50% stamina +50% stamina regen
The Last Sacrifice: on death you heal up party +50% damage bonus

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#74
PvtNiss

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Way to be reductive and condescending, neither of which was the intention of my post.

 

No you just subtly tell everyone that thinks otherwise is a hater. That is after a post saying how you must play or you simply don't understand this game/templars. You have obviously never played any other class or not enough. The role you are telling templars to be is the role they are one of the worst at of any class that has an AoE of some kind.



#75
Saboteur-6

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@Zolics: Looks pretty solid although again your not going to be able to mitigate incoming damage by holding constant threat. I haven't experimented with Bodyguard a whole lot so I'd be curious what your experience is. I can see the synergy if Bodyguard can hit on your Guard and if the %damage you soak for your teammates is significant.