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Requesting Feedback on my Dwarven Two-Handed Templar Inquisitor.


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#1
EnygmaSoul

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For my first play through the game, I rolled with a Knight-Enchanter because I dearly missed Arcane Warrior and was feeling nostalgic.  I found that it built rather intuitively and I didn't have to put much thought into my skill picks - I knew what would enhance my design goals and what wouldn't with a quick glance.

 

Now I'm rolling with a dwarven two-handed warrior who went Templar.   I wanted to play a support DPS build that emphasized enhancing my party over individual DPS.   Consequently I've thrown together the following package of desired active skills and passives, along with an explanation for the motivation behind each pick, and I'd like to get some feedback on whether y'all think this is a build plan worth pursuing, or I should scrap this idea for another type of Templar build.

 

Desired Actives:
 
Two-Handed:
1. Block and Slash (Flawless Defense) : Guard Builder
2. Mighty Blow (Easy Target) : Impact Detonator
Battlemaster:
3. Grappling Chain (Give Them THe Boot) : Pull + Stun setup
4. Horn of Valor (That's the Spirit) : Party damage boost
Vanguard :
5. Charging Bull (Gore and Trample) : Positioning, Guard Builder, Stamina discount
Templar :
6. Spell Purge (Spell Shatter) : PBAoE Dispel.  Eldritch Detonator. 
7. Wrath of Heaven (Embrace the Light) : High duration AoE stun setup.  Demon killer. 
Inquisitor:
8. Focus: Mark of the Rift : high AoE damage.
 
Desired Passives:
Two-Handed
1. Shield Breaker (+3 Strength, critical hits sunder armor by 20% for 6s)
2. Flow of Battle (+3 Strength, critical hits lower cooldowns by 1)
Battlemaster:
3. Crippling Blows (+3 Strength, critical hits Weaken by 15% for 10s, stacks)
4. Coup de Grace (+3 Strength, +30% damage vs stunned or knocked down enemies)
Vanguard:
5. Maker's Will (+3 Willpower.  Party has a 5% chance to weaken by 15% for 6s on hit)
6. There is No Darkness (+3 Willpower.  Party gains +10% resist to all magic damage types)
7. Champions of the Just (+3 Strength, party deals +10% damage vs Demons)
8. The Last Sacrifice (+3 Constitution.  1/minute, if I die, party heals to full health and gains +50% damage for 10s)
 
Total Points: 24 (all of the above, + Challenge and Blessed Blades as a prerequisites for other skills)
Level to Finalize : 22
 
Finalize, of course, means the level at which I obtain every desired skill on the list, after which any further skill points are free floating things I play around with.   My Knight Enchanter build "finalized" at 20, and made it to 23 before I decided to finish the game - and I never got around to exploring Hissing Wastes or Arbor Wilds, so 22 doesn't seem an overly ambitious  target for this character.
 
As for the overall reasoning behind the skill picks:
 
My focus is on three things: CC, buffing, and debuffing.     
 
To aid crowd control I have three sources of knockdown (my block and slash counter, my charge, and my mighty blow) and two sources of stun (my chain pull and my templar aoe stun).
 
To aid buffing, I have key passives from Templar:  I give everyone on my team a chance to weaken enemies with every attack (lowering incoming damage), as well as bonus elemental resistances (lowering incoming damage), and, 1/minute, if the enemy drops me, my party goes into super berserker mode, fully heals, and hits like the Hulk for ten seconds.
ALSO for Buffing, I have horn of valor, which gives EVERYONE in my party +35% damage for 13 seconds per use, which is a huge dps increase.  Oh, and it also buffs armor, which, sensing a theme...lowers incoming damage.
 
To aid debuffing, my critical hits sunder enemy armor (letting our physicla attackers, including me, deal more damage to them), and weakens them, to...lower incoming damage?  
 
To top it all off, since I'm a knockdown and stun machine, I picked up a passive giving me +30% damage if I've knocked you down or stunned you, and Mighty Blow does serious bonus damage to knocked down targets.
'
Finally, the reason Charging Bull is so important is twofold: First, it's my mobility that lets me get into a bunch of enemies to USE my scary aoe stun.  And second, it makes my next move after it free, which negates the big scary 65 stamina cost the aoe stun carries.


#2
GuyNice

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Hey, your build is solid, i'm running something similar on Cass. I would consider adding War Cry as you can keep the 200% armor buff up quite well with the cd reduction passive from 2-handed, plus the guard generation is great.

 

I would switch out Grappling Hook as many mobs are immune to it (pretty much useless vs. bosses) and you already have another stun. Plus you can close the distance on ranged mobs with Bull Charge (which also benefits from the cd reduction passive). You could also switch them depending on the encounter.



#3
xelander

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Horn of Valor has range (at least you get a circle animation around you), so you might want to skip it if you are the only melee char in your party. Or at least levae it for the later levels of your build

 

I haven't played 2H Templar as a main char, but I am building Cass like one. Basically, I have Mighty Blow from the 2h, Coup de Grace from the Battlemaster and War Cry (upgraded), Charge(upgraded) and Cutting Words passive from the Vanguard. The rest goes into the Templar tree with the Wrath of Heavens/Spell purge (it's actually cross-class!) combo a priority.

 

The AI does a semi-decent job with it, too. Archers can be a problem; I wish we had the DA2 tactics but whatever...  If you control your char, you choose your targets, so there.

 

I skip Block And Slash, because I find War Cry + Charging Bull much better (especially the AI uses them better). Graplling Chain also has less utility than the other stun/knockdown methods, plus it seems to be bugged atm for controlled character. I might want to get the extra guard damage passive from the 2h tree, once the rest of my build is done.

 

Typical tactic which I would use in the rare cases in which I take control of Cass is Charge-Wrath of Heavens(no mana cost!), War Cry(for the passive damage buff from Cutting Words) and then Spell Purge, or only Spell Purge, depending on mana. Or just Charge-Mighty Blow.

 

If you have spare talent points, I'd consider some of the passives from the SnS tree. Guard is fine, but it stays longer up (on Nightmare, that is) if you have higher damage mitigation and armor class.

 

 

Oh and BTW, your main char concept is a dwarf who's gobbling lyrium like there's no tomorrow?! :D



#4
EnygmaSoul

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Hmm. Two votes FOR including a taunt and AGAINST including a grapple.  Honestly, as much as I love War Cry for guard generation, I have Cassandra with me as Templar #2 and I was really, really hoping to avoid pulling attention AWAY from her.   I operated under the assumption I could get away with slower guard generation (block and slash, charging bull as only methods) if I was being targeted less, and thus not including an active taunt would increase my survival.   

 

Faulty premise?



#5
xelander

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My line of thinking is like this - on higher difficulties enemies hit harder, so even if you have the attention of only one, you need to consider your defenses. Since 2H specialists don't generally have the damage mitigating passives from SnS tree, you need to be able to build up guard more quickly and more often and you need to increase your armor class as much as possible. Hence War Cry and it's upgrade. Charging Bull and it's upgrade are mandatory as well, since efficient distance closing, guard generation and no mana cost for your next skill (usually the expensive Wrath of Heavens with the Templar) is a no-brainer.

 

Technically, since you control your char yourself, you can generate guard efficiently with Block and Slash, but you won't have the 10 sec armor buff from War Cry and the damage from the Slash is not something exceptional. Plus, you get knockdowns from Charging Bull with almost the same frequency and cost. So I'd leave Block and Slash for the later levels, when my build is mostly fleshed out.

 

As I said, i have mostly experience from AI controlled Two-hander, but Cass started faring much better when I switched her from Block and Slash to Charge and War Cry.

 

Plus, with the passive Cutting Words, taunted targets suffer more damage. 4 secs are enough to pull off a Wrath-War Cry-Purge combo and by that time most regular mobs are on very low HP. You can have your tank (Blackwall or Cass) gather them all up and then Charge and use War Cry purely for the damage buff. Besides, there's nothing to say that you won't have more than one cluster of enemy targeting your party, so while your tank engages one, you can deal with a second.Think of all those pesky ranged characters focus firing you into oblivion...

 

TL;DR

War Cry is useful not only as guard generator, but for it's armor buff. Grappling Hook is bugged atm, and even when patched it might be too situational. Charge is awesome. AT THE VANGUARD!