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Templar Redesign - an exercise in futility


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#1
PapaCharlie9

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Arggh. I can't stand it any longer. The Templar specialization is so boringbadbanal! I know it's completely futile and everyone who might have cared is off playing W3 or F4 now, but I just can't help myself. I have to fix this specialization, at least on paper.

This is a straight ability for ability swap, same skill tree structure. I also keep the same number of actives, for the sake of balance, and tried to stay within the limits of lore -- like no outright spellcasting.

Spell Purge => No change, except cost increased to 50 stamina
/ Spell Shatter => No change
/ Annulment => Spell Shield: By the grace of Andraste, dispelled effects restore the Templar's health to max

Champions of the Just => Righteous Smite (same as DA2, 10% to block enemy abilities -- better mechanic might be 10% chance to drain mana/stamina)

Rally => No change (IMO, one of the better focus abilities)

The Last Sacrifice => Andraste's Sacrifice: A successful Spell Shield heals all nearby party members to max health (needs some max radius, or else too OP)

Blessed Blades => Blessed Blade (singular): the love child of Spirit Blade and Holy Smite from DA2: charges up the Templar's weapon so that the next hit adds 200% bonus spirit damage; 50 Stamina, 24 secs cooldown, Eldritch Detonator.
/ Lights in the Shadow => Righteous Blade: Blessed Blade is now a circular AoE attack to 4 meters and staggers (animation is templar taking a knee and plunging blade into the ground, inverse of Wrath of Heaven)
/ Annulment => Holy Blade: Blessed Blade now does 400% bonus spirit damage, staggers, increases cooldown time to 36 secs

Maker's Will => keep the name, change the effect to the same as DA2 Annulment, 50% magic resistance

There Is No Darkness => same, except only applies to other party members, since Templar already has 50% resistance from Maker's Will

Wrath of Heaven => same, plus affects magic users also
/ Embrace the Light => same, plus affects magic users also
/ Breath of Light => Kneel Before The Maker: tosses all enemies (not just demons or magic users) in the AoE into the air like a Searing Glyph and then knocks them flat on their asses like a Veilstrike (why should Rift Mages have all the AoE fun!?)


All of that would make Templar fun to play.
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#2
Lamppost In Winter

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 Unfortunately, I'm almost certain that enemies don't have mana/stamina in DAI, and abilities simply operate on cooldowns. This is definitely how it worked in DA2 (a modder tried to give enemies player abilities, and add a mana cost to enemy spells, which resulted in enemies being unable to use them). That's why DA2 Templars operated on "silencing" rather than mana drain, although I'm not sure of the rationale behind "silencing" non-magical attacks.

 All in all, I enjoy playing Templar in DAI, but  it needs a focus on resisting spells and disabling casters, and I can rarely justify mapping Blessed Blades when there are more useful abilities. 


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#3
capn233

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They just needed to make Blessed Blades not terrible, and then it would be better overall.


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#4
Jukaga

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I would have vastly preferred a 'Seeker' ability tree with the powers Cassandra talks about. It really grinded my gears the first time I get to Skyhold and find her prestige class is Templar, even though she just got done explaining to me how different her powers were back at Haven.

 

That was lame Bioware.


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