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Let's talk Templar builds


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#176
Altruismo

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From what I can tell, the range is infinite, however take that with a grain of salt as I have not specifically tested the range.

I do know that the mechanic has no "area" to it, as it buffs allies whenever and they remain buffed for the duration.

I just posted a build guide video here on the team buff capabilities of the Templar, if you are interested.

 

The range isn't infinite.

There's a visual cue when you buff yourself and allies with HoV, a sort of radiating light animation from the hands that fades to a faint glow around the hands for the duration of the effect.

I haven't tested the range specifically, but I've observed that people outside the casting radius (roughly the same size or a little larger than Blessed Blades) do not get the buff animation.

Anyone within the cast radius does still keep the buff for the full duration no matter how far they move away afterwards.



#177
themageguy

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I wish the SP templar got mage slayer :(

That templar leader build you made Mortiel, is very interesting and i will be trying it out after I've promoted her.

#178
Innarra

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Kind of between Unbowed and Horn of Valor for me. I can see how Blessed Blades can benefit your own cooldowns. Tonight, I took Unbowed instead of Horn, my team wanted to run some Perilous with me as the sole tank, and it was warranted to have guard. When using the WoH/SP combo, I got no stamina left to block with vs stuff that's immune to stun and that is still alive and didn't get melted from the combo.



#179
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The range isn't infinite.
There's a visual cue when you buff yourself and allies with HoV, a sort of radiating light animation from the hands that fades to a faint glow around the hands for the duration of the effect.
I haven't tested the range specifically, but I've observed that people outside the casting radius (roughly the same size or a little larger than Blessed Blades) do not get the buff animation.
Anyone within the cast radius does still keep the buff for the full duration no matter how far they move away afterwards.


Actually, I've seen it hit farther than that. I know the visual cue. You can see it near the end of the guide I just did hitting a PUG Assassin from at least 15 meters away. It may be limited by line-of-sight, which would make sense, but it's certainly hits farther away than Blessed Blades.

 

Kind of between Unbowed and Horn of Valor for me. I can see how Blessed Blades can benefit your own cooldowns. Tonight, I took Unbowed instead of Horn, my team wanted to run some Perilous with me as the sole tank, and it was warranted to have guard. When using the WoH/SP combo, I got no stamina left to hard with vs stuff that's immune to stun and that is still alive and didn't get melted from the combo.


Unbowed is not really a tanking skill by itself. The way the Templar tanks best, in my often-incorrect opinion, is via either crowd-control using Line in the Sand or damage reduction via Bodyguard (which stacks with Unbowed nicely).

In truth, if you build for the combo, you really don't want to focus on much else. I found this out through experience, as my first build guide was the Templar trying to be a control-tank and nuker... It was not really that good at either to be honest.

#180
Altruismo

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Actually, I've seen it hit farther than that. I know the visual cue. You can see it near the end of the guide I just did hitting a PUG Assassin from at least 15 meters away. It may be limited by line-of-sight, which would make sense, but it's certainly hits farther away than Blessed Blades.

 

This is the video you just posted in your Leader guide with the Alchemist? The furthest anyone was from you in the video when you used horn (in the whole last section) was roughly the edge of your Bodyguard range (which is slightly larger than BB isn't it?): The Reaver on the stairs near the start of the section, and the Alchemist about to run down the stairs near the end.

Like I said, I haven't specifically tested the range, but I've seen it fail to effect people to whom I've had a clear line of sight who are only about 10m away, and I've estimated it to be around the size of the BB ring, probably a little larger. It could be as much as 8 or 9 meters.

I'm totally fine with the idea of being wrong if you or I get around to testing it, but I didn't see a super-long range HoV in your video.



#181
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This is the video you just posted in your Leader guide with the Alchemist? The furthest anyone was from you in the video when you used horn (in the whole last section) was roughly the edge of your Bodyguard range (which is slightly larger than BB isn't it?): The Reaver on the stairs near the start of the section, and the Alchemist about to run down the stairs near the end.
Like I said, I haven't specifically tested the range, but I've seen it fail to effect people to whom I've had a clear line of sight who are only about 10m away, and I've estimated it to be around the size of the BB ring, probably a little larger. It could be as much as 8 or 9 meters.
I'm totally fine with the idea of being wrong if you or I get around to testing it, but I didn't see a super-long range HoV in your video.


Bodyguard has a 10m diameter. Blessed Blades I estimate around 5-7m. I base that off the segments in the video where I cast them for demonstration over that circular emblem on the ground.

Aside, the portion in the video to which I was referring was at 5:26. The Reaver going up the stairs is about 15m away at the time I cast it. (I lol'd when I realized there was no Assassin in the video...)

Aside, as I said to begin with, I have not tested it specifically, but I know the range is good. Feel free to test and get precise numbers if you want. It would be a big help! I want to, but likely won't have time.

#182
Altruismo

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Aside, as I said to begin with, I have not tested it specifically, but I know the range is good. Feel free to test and get precise numbers if you want. It would be a big help! I want to, but likely won't have time.

 

If I can, I will. Testing things that I can't solo is difficult for me now, all my regular Origin friends have effectively quit - couldn't even organise a group for the last two weekend events - and getting pugs to "sit still for a minute" is like herding cats.



#183
TormDK

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Alt - if you are on PC and European/early EST US player I'm happy to help setup some testing.



#184
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Feel free to add me to, if you'd like: AngelusDeMortiel.

I don't play as much as I'd like, and keep odd hours, but I'll help of I can. My leader build has not been promoted yet, so it's ready.

#185
Altruismo

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I appreciate the offers, but I'm Aussie; haven't had much luck trying to play outside my region, which has dwindled to a ghost town in the last month or so.

I'm on PC, so if the space marine Templar profile is you, TormDK, I can send a friend request and see what we might work out.



#186
TormDK

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No Pity! No Remorse! No Fear!



#187
ottffsse

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spell purge, wrath of heaven, shield wall, payback strike, all the good and usefull passives. very good against demons, decent against everything else.

 

HoV is also good, but it can be tricky sometimes to buff everyone at which point it would be very good, and PbS adds survivability + damage in one ability. just my 2c.



#188
Major Durza

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Main thing this class needs is Blessed Blades to be useful.

A couple of ways to work this:
Reduce CD, Active Time, and Cost of Blessed Blades so that the circle can be moved more frequently.
a slight increase in radius would be nice with this as well

Or

Add a disparity between CD and active times, and make BB more like an aura.

Blessed Blades is useful in SP, you can control combat a lot more tightly than MP.

If we saw BB become more mobile, we would see the problem of nearly inviable DPS for the templar become more viable... depending on how useful that active CD reduction is.
Along with being decent DPS, we will also see the Templar's buffs being more useful.


One thing I was less than thrilled to see was that Dispel for most purposes is pretty useless.
I am not expecting it to be a damaging thing, really.  But seriously, can it kind of debuff enemies, since apparently the enemies do not buff themselves or each other very much?
There really isn't a lot to dispel... if somehow Red Templars buffed themselves in such a way as to make Dispel useful, and Venatori mages really buffed the crap outta their comrades so that a Templar dispelling their magic is a *good* thing, then that would be even better?
Another thing, why dispel centered on you?  Dispel to me would make more sense as an aimed deal... would make it more useful as an ability as well.


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#189
TMB903

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Main thing this class needs is Blessed Blades to be useful.
A couple of ways to work this:
Reduce CD, Active Time, and Cost of Blessed Blades so that the circle can be moved more frequently.
a slight increase in radius would be nice with this as well
Or
Add a disparity between CD and active times, and make BB more like an aura.
Blessed Blades is useful in SP, you can control combat a lot more tightly than MP.
If we saw BB become more mobile, we would see the problem of nearly inviable DPS for the templar become more viable... depending on how useful that active CD reduction is.
Along with being decent DPS, we will also see the Templar's buffs being more useful.
One thing I was less than thrilled to see was that Dispel for most purposes is pretty useless.
I am not expecting it to be a damaging thing, really. But seriously, can it kind of debuff enemies, since apparently the enemies do not buff themselves or each other very much?
There really isn't a lot to dispel... if somehow Red Templars buffed themselves in such a way as to make Dispel useful, and Venatori mages really buffed the crap outta their comrades so that a Templar dispelling their magic is a *good* thing, then that would be even better?
Another thing, why dispel centered on you? Dispel to me would make more sense as an aimed deal... would make it more useful as an ability as well.

I can't even remember a RPG where Dispel was even useful (and I've played dozens).

#190
jamdjedi

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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

 

This is pretty close to what I'm doing.. I've always played Hybrid classes in every game/mmo I've played. I simply like the Magic part of them. and I envision this class as a tank/buffer that can do nice DPS if you're lucky to get a nice 1H weapon. mine is just a lvl 17 blue 140 something dps

 

I still don't have WOH yet but I'm running SW/SS/payback and horn <--simply because it looks bad ass and what I think is a bug but when casting you have a invulnerability? I Can't test the latter but it seems whenever I cast it by mistake -like I wanted to shield slam a mob on top of me, they seem to 'bounce off' while I'm in the animation. Can anyone verify?



#191
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This is pretty close to what I'm doing.. I've always played Hybrid classes in every game/mmo I've played. I simply like the Magic part of them. and I envision this class as a tank/buffer that can do nice DPS if you're lucky to get a nice 1H weapon. mine is just a lvl 17 blue 140 something dps

 

I still don't have WOH yet but I'm running SW/SS/payback and horn <--simply because it looks bad ass and what I think is a bug but when casting you have a invulnerability? I Can't test the latter but it seems whenever I cast it by mistake -like I wanted to shield slam a mob on top of me, they seem to 'bounce off' while I'm in the animation. Can anyone verify?

 

I commented on this idea in another thread, so I won't repeat myself.

 

Aside, you do not need a good one-handed weapon to be effective with the Templar. The mixture of crowd-control and support abilities can still be equally effective with starter gear. The Templar is most certainly not as gear dependent as pure damage classes. The WoH + SP combo still does a respectable amount of damage for Threatening even with the intro sword. Horn of Valour, Blessed Blades, Shield Wall, Bodyguard, Line in the Sand, Unbowed, and Challenge have absolutely zero reliance on a good weapon. Wrath of Heaven and Spell Purge do have some damage dependent on your weapon, but each has a primary function that is not (WoH is crowd-control and SP is debuffing).

I am not sure if Horn of Valour has any invincibility frames. It's possible, but I have not encountered it yet.



#192
Jkregers

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I can't even remember a RPG where Dispel was even useful (and I've played dozens).

 

Off the top of my head....Lunar - Eternal Blue, Albert Odyssey, Final fantasy 12.



#193
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Off the top of my head....Lunar - Eternal Blue, Albert Odyssey, Final fantasy 12.

 

And Dragon Age: Inquisition. Both Dispel and Spell Purge are awesome in my uses. Obviously, that's my opinion.



#194
Major Durza

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And Dragon Age: Inquisition. Both Dispel and Spell Purge are awesome in my uses. Obviously, that's my opinion.

Its a detonator that does damage to barriers, centered on self on a class with no gapclosers or mobility boosts. with a 24 second cooldown.

Its about as useful as Sabotage was for the Turian Saboteur in ME3.

It could definitely use some help.

For now, my templar is set up with Shield Wall, Shield Bash, Unbowed, and Horn of Valor.  She is good for protecting against archer barrages, dat damage boost, and not dying when focused by a few enemies on Threatening.
If they were to make Blessed Blades and Dispel more useful, I would set her up for full team buffing and support.

I am not fond of the Nuke build, its pretty much gettng up close to the enemy and hitting them really hard under certain circumstances, whereas the Elementalist can do better in more situations, with more area, shorter cooldowns, and from a distance.


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#195
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Its a detonator that does damage to barriers, centered on self on a class with no gapclosers or mobility boosts. with a 24 second cooldown.

Its about as useful as Sabotage was for the Turian Saboteur in ME3.

It could definitely use some help.

For now, my templar is set up with Shield Wall, Shield Bash, Unbowed, and Horn of Valor.  She is good for protecting against archer barrages, dat damage boost, and not dying when focused by a few enemies on Threatening.
If they were to make Blessed Blades and Dispel more useful, I would set her up for full team buffing and support.

I am not fond of the Nuke build, its pretty much gettng up close to the enemy and hitting them really hard under certain circumstances, whereas the Elementalist can do better in more situations, with more area, shorter cooldowns, and from a distance.

 

I completely disagree about Spell Purge and Blessed Blades. You do realize that the three passives directly under Blessed Blades are augments to it? Champions of the Just, Maker's Will, and There Is No Darkness all only trigger inside Blessed Blades. Furthermore, you do realize that Spell Purge also removes negative effects from teammates too?

 

I seriously urge you to try a Leader (support) build... I just did a guide on it, and it honestly was amazingly fun.

 

Check out the guide if you want, and watch my use of Spell Purge:

Spoiler


#196
Drasca

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I am not fond of the Nuke build, its pretty much gettng up close to the enemy and hitting them really hard under certain circumstances, whereas the Elementalist can do better in more situations, with more area, shorter cooldowns, and from a distance.

 

While Elementalists are better nukes in general, Templars are far higher general burst AoE damage. Getting up close, and controlling the flow of mobs in part a L2P issue. I wish I had time to make deep video guides for the templar, but I sadly do not.



#197
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While Elementalists are better nukes in general, Templars are far higher general burst AoE damage. Getting up close, and controlling the flow of mobs in part a L2P issue. I wish I had time to make deep video guides for the templar, but I sadly do not.

 

I would say not having time to play videos is a L2P issue... Haha I am totally kidding!  :D

 

No really, video guides really are a time sink.

On topic: You are absolutely correct. Templars can be one of the best classes for burst damage. I will, however, point out that the Templar can do so much more, but because of how good she is at burst damage her other talents often get overlooked. That was why I made my Leader video on her.


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#198
Major Durza

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Fair point about dispel.  I can see it being useful in that sense, now that I look at it that way.
I don't really... like it.  I'll assess why over the next few games, but I guess I can see it being situationally useful.

I still maintain that combat in this game is far too mobile for Blessed Blades to be worthwhile in its current condition.  The fact that the passives only work within Blessed Blades' radius is only further testament to the failure in its design.
It needs to be more mobile, that is too small of a circle to be useful if it is stationary for as long as it is.
The only times I see the team being within that circle are when bad Routine teams are having trouble with the Venatori Boss, and want to kite her to the door.

I maintain that she will only be really useful as a supporter if Blessed Blades becomes more mobile.  A couple of ways you can do it.
Reduce the active time, cooldown time, and the cost. Add a disparity between the cooldown time and activation time to compensate.
Increase the radius.
Make it follow the player, like Bodyguard.

Making it just follow the player would make it awesome.  Making it more mobile in the first method would make it useful, increasing the radius would make it very useful... but I would still not like it.

I love the idea of the Templar, I simply do not see her as a character I want to take when I start playing Perilous... eventually.


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#199
Major Durza

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On topic: You are absolutely correct. Templars can be one of the best classes for burst damage. I will, however, point out that the Templar can do so much more, but because of how good she is at burst damage her other talents often get overlooked.

Yea, that nuke is a powerful burst.  Situational, risky, and makes her a "one trick pony".  It would be more fun to do if one or both of her attacks were ranged, as center-on-self is the most boring possible iteration of an ability... I really hate that they made Dispel a centered on self ability.

Fix Blessed Blades and you will have an outstanding support character.



#200
jamdjedi

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Yea, that nuke is a powerful burst.  Situational, risky, and makes her a "one trick pony".  It would be more fun to do if one or both of her attacks were ranged, as center-on-self is the most boring possible iteration of an ability... I really hate that they made Dispel a centered on self ability.

Fix Blessed Blades and you will have an outstanding support character.

 

I don't even bother with it anymore, I have a shield that grants it and that almost always procs so now I use HOV/PS/SW and Sslam

 

A Ranged attack would help with those runners and that damn nug that outruns me! :angry: It would fit into her magic/melee build, make it a GTOE so we can target one enemy far away and use it as an alpha nuke that A- kills trash mobs and B- generates instant agro so then mages and Archers can pew pew away while we turtle up and close in. She is my favorite class to play ATM-Keeper is really close-I mostly play routine with her, now that she is lvl 14+ I've run a few threatening and did ok