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{{ | |||
| class_name = Templar | | class_name = Templar | ||
| alignment = [[Spirit]] | | alignment = [[Spirit]] | ||
| city = [[Enorian]] | |||
| guild = Templars | |||
| mirror = Revenant | |||
| attacks = phys - bal - str | |||
| armor = fieldplate | |||
| weapons = varies widely | |||
| skillset_1 = Battlefury | | skillset_1 = Battlefury | ||
| skillset_2 = Righteousness | | skillset_2 = Righteousness | ||
| skillset_3 = Bladefire | | skillset_3 = Bladefire | ||
}} | }} | ||
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| class = Templar | |||
| overview = '''Templars''' are heavily-armored weaponmasters cloaked in righteous fury. They are excellently equipped with the tools to support and protect an ally, and can execute both affliction and limb trauma based offenses with clinical precision. Templars are especially effective at hunting, at all levels, offering both great survivability and superb damage done. | |||
| statpack = typical | |||
{{ | | skill1 = Battlefury | ||
| skill1_desc = is the templar's primary skill set, which consists of several weapon attacks and other physical abilities like the ability to defend an ally or block an exit. | |||
| skill2 = Righteousness | |||
| skill2_desc = is the templar's secondary skill, containing mostly defenses through [[Righteousness_(skill)#Aura|aura]]. At transcendent, a Templar can have one primary aura and three lesser [[Righteousness_(skill)#Blessing|blessings]]. Which of these is best at any given time can vary widely. Righteousness also contains the important [[Righteousness_(skill)#Contort|contort]] ability, and several skills to make quick travel easier and allow the Templar to greatly support a single ally. | |||
| skill3 = Bladefire | |||
| skill3_desc = is the templar's tertiary skill, used almost exclusively for combat against other adventurers. The only exception is [[Bladefire_(skill)#Sacrifice|sacrifice]]. Some Bladefire abilities consume [[Bladefire_(skill)#Charging|blade charge]], which is generated by landing weapon attacks. Bladefire contains several new afflictions and an ability to boost limb trauma, as well as a handful of interesting effects that open up creative collaboration options. | |||
| def1 = Battlefury Sturdiness | |||
| def1_desc = Offers an improved version of the density defense that also resists the fear effect and other means of forced movement. This is canceled upon moving. | |||
| def2 = Battlefury Bruising | |||
| def2_desc = Passive. Gives blunt attacks a chance to cause bruising if they target a limb. This is important to limb based offenses that lead up to [[Battlefury_(skill)#Rupture|rupture]]. | |||
| def3 = Battlefury MainGauche | |||
| def3_desc = Gives a chance to counter physical attacks for damage only (cannot apply venoms or empowerments). | |||
| def4 = Battlefury Mastery | |||
| def4_desc = Complicated, but important! See [[Battlefury_(skill)#Masterry|AB MASTERY]]. | |||
| def5 = Righteousness Aura | |||
| def5_desc = Allows the Templar to raise one of several auras that provide defensive or offensive effects. This can be shared with an ally via [[Righteousness_(skill)#Protection|protection]]. | |||
| def6 = Righteousness Blessing | |||
| def6_desc = This allows the Templar to raise 'minor' versions of auras, with further learning increasing the number up to three total. | |||
| def7 = Righteousness Concentration | |||
| def7_desc = Removes the mana cost of auras and blessings; canceled upon attacking. | |||
| def8 = Righteousness Unity | |||
| def8_desc = Links to a protected ally to increase both their and the Templar's health and damage resistance, and periodically cure afflictions from each of them. | |||
| def9 = Bladefire Charging | |||
| def9_desc = Passive. Causes successful weapon attacks to generate 'blade charge', a resource used to execute some powerful Bladefire abilities. | |||
| def10 = Bladefire Bladefury | |||
| def10_desc = Reduces the passive drain of blade charge over time. | |||
| weapon_info = two fast blades for affliction combat, two split-stat blunts for limb combat, and something to hunt with | |||
| armor_info = heavy fieldplate with at least 60/60 protection | |||
| tattoo1 = Boar | |||
| tattoo2 = Moss | |||
| tattoo3 = Moon | |||
| tattoo4 = Shield | |||
| tattoo5 = Tree | |||
| tattoo6 = Cloak | |||
| tattoos_hunt = Consider a starburst, mountain, or book tattoo while hunting. | |||
| tattoos_combat = Consider a starburst, crystal, or flame tattoo to help in combat against others. | |||
| eq_info = Templars will need a stock of venoms and assortment of venom rags to fight other adventurers, but not to hunt denizens. | |||
| hunt_info = New Templars may use [[Battlefury_(skill)#Strike|STRIKEBASH]] to hunt with a one-handed weapon and shield. They should progress to either [[Battlefury_(skill)#Duality|DSK]] or [[Battlefury_(skill)#Doubleswing|DSW]], the former with two one-handed weapons and the latter with a two-handed weapon. | |||
The difference in damage over time between these two more advanced attacks is negligible, assuming weapons of similar quality and other factors the same. For hunting, Templars want 'split stat' weapons, with damage and speed ratings around 130 each. Any combination between 140/x/120 and 120/x/140 is perfectly acceptable, though the ''best'' results are in the 140ish damage rating range. Applying weapon runes does not change the desired damage/speed ratio. | |||
Perhaps the most striking difference between weapon options for Templars, for hunting, comes from [[Battlefury_(skill)#Mastery|Mastery]], specifically the 'conservation' mastery option which is exclusively for one-handed weapons. Note also that the ideal hunting weapons are not far removed from the ideal limb trauma (blunt) weapons. It may be very reasonable to simply use limb trauma equipment as hunting equipment. | |||
| offense_info = The simplest and most common offensive route for a Templar is to use DSK with venoms or Bladefire empowerments to apply afflictions to a target, eventually venom-locking them and applying any remaining afflictions for [[Bladefire_(skill)#Retribution|retribution]]. Though the premise is simple, this can get as complicated as you're willing to make it; judging when and how to use blade charge, the specific order of afflictions, and even adding in the selective use of [[Righteousness_(skill)#Contort|contort]] / [[Battlefury_(skill)#Rend|rend]] in place of DSK add layers of complexity. At the even higher level, this is complicated yet further by factors like deciding between [[Battlefury_(skill)#Raze|raze]], [[Battlefury_(skill)#Razestrike|razestrike]], and [[Bladefire_(skill)#Blaze|blaze]] and determining (even timing) when the target has [[Hunting_(skill)#Fitness|fitness]] or [[Survival_(skill)#Focusing|focus]] available. | |||
Templars also have all of the tools necessary to pursue a limb trauma-based offense, using DSK with two blunt weapons and the [[Bladefire_(skill)#Trauma|trauma]] empowerment. The end result of this route would be to exploit [[Battlefury_(skill)#Bruising|bruising]] with a [[Bladefire_(skill)#Penance|penance]] / [[Battlefury_(skill)#Rupture|rupture]] combo. Like the affliction route, this can become as complicated as you let it, for many of the same reasons. | |||
| group_info = Templars bring a couple of key advantages to a group fight, and can contribute equally well to both limb and affliction based tactics. In the vaguest sense, they can support an affliction offense by using venoms for lock afflictions, and can support a limb offense by cycling epteth and epseth venoms. This limb method is generally better than using blunt weapons to cause trauma, as it makes the limbs useless more quickly and in a group setting, the space of one restoration application is enough to kill. | |||
In addition to the basic offensive techniques, Templars bring [[Battlefury_(skill)#Impale|impale]] to the fight, which is both a powerful finisher (especially combined with [[Bladefire_(skill)#Penance|penance]]) and an important way to interrupt [[Survival_(skill)#Tumbling|tumbling]]. Though [[Bladefire_(skill)#Retribution|retribution]] is a powerful tool in single combat, it is very rarely the best option in a group setting due to how long paresis takes to evolve into paralysis. Other classes can usually secure a kill faster. Instead, consider switching to dealing the most damage possible after a target is locked, when using afflictions. | |||
Templars also bring the following utility skills to a group fight: | |||
- [[Battlefury_(skill)#Blocking|Blocking]] | |||
- [[Righteousness_(skill)#Protect|Protect]] | |||
- [[Righteousness_(skill)#Pilgrimage|Pilgrimage]] | |||
- [[Righteousness_(skill)#Deliverance|Deliverance]] | |||
- [[Righteousness_(skill)#Unity|Unity]] | |||
- [[Righteousness_(skill)#Resurrection|Resurrection]] | |||
}} | |||
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[[Category:Classes]] | [[Category:Classes]] |
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