Difference between revisions of "Templar (class)"
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Templars also bring the following utility skills to a group fight: | 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]] | |||
}} | }} | ||
{{ClassNavBar}} | {{ClassNavBar}} | ||
[[Category:Classes]] | [[Category:Classes]] |
Revision as of 02:46, 22 September 2024
Classification | |
---|---|
Alignment | Spirit |
Starting City | Enorian |
Guild | Templars |
Mirror | [Revenant] |
Basics | |
Attacks | phys - bal - str |
Armor | fieldplate |
Weapons | varies widely |
Skillsets | |
Battlefury | |
Righteousness | |
Bladefire | |
This is a page about the mechanics of Templar. If you are looking for origin, history, roleplay, or any other lore-related topic, see: [Templar (lore)].
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.
A new Templar is advised to use the typical statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.
Skills
Battlefury is the templar's primary skill set, which consists of several weapon attacks and other physical abilities like the gripping defense and the ability to defend an ally or block an exit.
Righteousness is the templar's secondary skill, containing mostly defenses through aura. At transcendent, a Templar can have one primary aura and three lesser blessings. Which of these is best at any given time can vary widely. Righteousness also contains the important contort ability, and several skills to make quick travel easier and allow the Templar to greatly support a single ally.
Bladefire is the templar's tertiary skill, used almost exclusively for combat against other adventurers. The only exception is sacrifice. Some Bladefire abilities consume 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.
Defences
- Skill Ability:
Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)
- Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony
Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs
Equipment
Weaponry: two fast blades for affliction combat, two split-stat blunts for limb combat, and something to hunt with
Armor: heavy fieldplate with at least 60/60 protection
Enchantments:
- a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
- a jewelry item with an allsight enchantment (replaces mindseye tattoo)
- a jewelry item with a purity enchantment
- a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
- a fist sigil attached to each wielded item
- a handful of eye sigils and a weaponbelt, for combat against others
Recommended Tattoos:
- Boar
- Moss
- Moon
- Shield
- Tree
- Cloak
Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.
Other Equipment: Templars will need a stock of venoms and assortment of venom rags to fight other adventurers, but not to hunt denizens.
Hunting
New Templars may use STRIKEBASH to hunt with a one-handed weapon and shield. They should progress to either DSK or 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 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.
Core Offense
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 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 contort / rend in place of DSK add layers of complexity. At the even higher level, this is complicated yet further by factors like deciding between raze, razestrike, and blaze and determining (even timing) when the target has fitness or 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 trauma empowerment. The end result of this route would be to exploit bruising with a penance / rupture combo. Like the affliction route, this can become as complicated as you let it, for many of the same reasons.
Group Combat
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 impale to the fight, which is both a powerful finisher (especially combined with penance) and an important way to interrupt tumbling. Though 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:
- Blocking - Protect - Pilgrimage - Deliverance - Unity - Resurrection
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* is tether-neutral |