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Temple Guardian Area of Effect weapons.


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Hello TG guru's. :)

 

I'm creating a Area of Effect grinder/farmer/shopper (I think) TG, and am unsure as to what weapon type to use.

 

Those sexy pistols that have been dropping, are they the go? I think I'd like to go that way if possible. Or am I better off with a long pole arm energy weapon?

 

I'm still trying to wrap my head around how the TG attacks when not using Area of Effect. Shoots at range, but then melee's up close...

 

Any basic advice here would be great! Thanks.

D & E

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Hello TG guru's. :)

 

I'm creating a Area of Effect grinder/farmer/shopper (I think) TG, and am unsure as to what weapon type to use.

 

Those sexy pistols that have been dropping, are they the go? I think I'd like to go that way if possible. Or am I better off with a long pole arm energy weapon?

 

I'm still trying to wrap my head around how the TG attacks when not using Area of Effect. Shoots at range, but then melee's up close...

 

Any basic advice here would be great! Thanks.

D & E

 

Well... There are multiple schools of thought on it. I have one TG up and running at the moment and 90% of his attacks come from Dedicate Blow. He's also equipped with an Officer's Saber with 4 sockets. He can pretty much one-shot most any mob member and two-shot champ level bad guys in Gold. I also have Fiery Ember and Icy Evanescence handy for times when the mobs get thick. I then go around and finish 'em off with Dedicated Blow or a whack of the sword. I also keep Archimedes Beam handy for those critters that I can't get to physically (ones perched on a cliff, for instance).

 

The thing about the TG's Area of Effect CAs - they do wonders to reduce the life force of your enemies - but unless they're far below your level, they won't kill them quickly. So, while it's very useful if you use the portal to go somewhere like Western Tyr Lysia, and gangs of Kobolds are waiting for you, you'll still need a good weapon - 1h sword or axe - to back it up. Pole arms and other 2 handed weapons are out of the question mainly because TGs well... they only have ONE hand. Pistols... You've already got a gun built into the other arm. I'd go with an axe or sword - the best you can find.

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Hello TG guru's. :)

 

I'm creating a Area of Effect grinder/farmer/shopper (I think) TG, and am unsure as to what weapon type to use.

 

Those sexy pistols that have been dropping, are they the go? I think I'd like to go that way if possible. Or am I better off with a long pole arm energy weapon?

 

I'm still trying to wrap my head around how the TG attacks when not using Area of Effect. Shoots at range, but then melee's up close...

 

Any basic advice here would be great! Thanks.

D & E

The thing about the TG's Area of Effect CAs - they do wonders to reduce the life force of your enemies - but unless they're far below your level, they won't kill them quickly. So, while it's very useful if you use the portal to go somewhere like Western Tyr Lysia, and gangs of Kobolds are waiting for you, you'll still need a good weapon - 1h sword or axe - to back it up. Pole arms and other 2 handed weapons are out of the question mainly because TGs well... they only have ONE hand. Pistols... You've already got a gun built into the other arm. I'd go with an axe or sword - the best you can find.

 

Before you decide to pass up on an Area of Effect temple guardian because of wolfies suggestion, perhaps have a read through the TG build guide section on the forum. Builds like woody's Source warden and E-shield show just how effective the source warden Combat Arts can be. And from personal experience I'll say that yes, these combat arts can be used extremely effectively. Have a read over a few of the guides that use them to get their reasoning behind mod choices, item choices, desired item modifiers to get a feel for how they can be made extremely effective...the massive range means that the Area of Effect Temple guardian can kill huge mobs awesomely fast for huge amounts of experience. And with his shield...easy toon to raising bargaining. Plus, any of the builds that suggest blacksmithing mean you get a free skill choice as it doesn't work on consoles. Meaning you can choose more damage or defense or more utility like enhanced perception.

 

Hope I've helped point you in the right direction.

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That's great info guys, thank you both.

 

I am making an Area of Effect TG, that's just the kind of toon I want with him. I am following Woody's SW Area of Effect guide so far, and will probably just grab a hammer or sword and socket it with beneficial bits as Woolfie suggests.

 

Further, how can I revert to the default ranged gun after using a Devout Guardian spell? Which seems to then render the weapon arm, melee. (which it states in the CA description for that tree) Question is, how can I get it to revert back so that when I'm walking along the road, spot one mob, I can take shots at it until it gets to me allowing me to use DB or whatever to finish it off?

 

Any tips?

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That's great info guys, thank you both.

 

I am making an Area of Effect TG, that's just the kind of toon I want with him. I am following Woody's SW Area of Effect guide so far, and will probably just grab a hammer or sword and socket it with beneficial bits as Woolfie suggests.

 

Further, how can I revert to the default ranged gun after using a Devout Guardian spell? Which seems to then render the weapon arm, melee. (which it states in the CA description for that tree) Question is, how can I get it to revert back so that when I'm walking along the road, spot one mob, I can take shots at it until it gets to me allowing me to use DB or whatever to finish it off?

 

Any tips?

 

Just switch to a slot with a different CA (one that doesnt say that the arm weapon is disabled) in it or an empty slot.

Edited by Dragon Brother
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That's great info guys, thank you both.

 

I am making an Area of Effect TG, that's just the kind of toon I want with him. I am following Woody's SW Area of Effect guide so far, and will probably just grab a hammer or sword and socket it with beneficial bits as Woolfie suggests.

 

Further, how can I revert to the default ranged gun after using a Devout Guardian spell? Which seems to then render the weapon arm, melee. (which it states in the CA description for that tree) Question is, how can I get it to revert back so that when I'm walking along the road, spot one mob, I can take shots at it until it gets to me allowing me to use DB or whatever to finish it off?

 

Any tips?

 

Er.. You mean the Dedicated Blow combat art... Right? Devout Guardian is an aspect - a collection of 5 combat arts. Dedicated Blow is just one of the 5 CAs in that group.

 

Either way - as Dragon Brother said - just switch to another CA slot.

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Er.. You mean the Dedicated Blow combat art... Right? Devout Guardian is an aspect - a collection of 5 combat arts. Dedicated Blow is just one of the 5 CAs in that group.

 

Either way - as Dragon Brother said - just switch to another CA slot.

 

Well, I meant one of the Devout Guardian Combat Arts. Spells / Combat Arts....ugh...the terminology. ;) Apologies for any confusion.

 

I'll try what DB said and see how I go.

 

D

Edited by Dazedconfused
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Well, I meant one of the Devout Guardian Combat Arts. Spells / Combat Arts....ugh...the terminology. ;) Apologies for any confusion.

 

I'll try what DB said and see how I go.

 

D

 

S'ok... Just helps to be on the same page as everyone. :D

 

Don't worry about it - you'll get the hang of it.

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Further, how can I revert to the default ranged gun after using a Devout Guardian spell? Which seems to then render the weapon arm, melee. (which it states in the CA description for that tree) Question is, how can I get it to revert back so that when I'm walking along the road, spot one mob, I can take shots at it until it gets to me allowing me to use DB or whatever to finish it off?

 

Any tips?

That sucks. On the console, the best way to explain it, is to remember that the Dedicated Blow and Battle Extension combat arts do not shoot; so if you use one of those combat arts, then want to use the default arm cannon, you have to "use" another combat art. The CA does not have to be fully recharged, for this trick to work... hopefully I haven't lost you completely yet... so let's give an example:

You gather a crowd, and fire off Fiery Ember. You clean up the leftovers with DB, so your left arm is now the "mace"... although FE is still "recharging", if you hit that button, your left arm will change to the default cannon.

Sound simple? Except when FE is finished recharging, and you don't want to cast it just to get the cannon :) My solution for that is typically Combat Alert, or a Lost Fusion CA (usually Amp. Discharge).

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Further, how can I revert to the default ranged gun after using a Devout Guardian spell? Which seems to then render the weapon arm, melee. (which it states in the CA description for that tree) Question is, how can I get it to revert back so that when I'm walking along the road, spot one mob, I can take shots at it until it gets to me allowing me to use DB or whatever to finish it off?

 

Any tips?

That sucks. On the console, the best way to explain it, is to remember that the Dedicated Blow and Battle Extension combat arts do not shoot; so if you use one of those combat arts, then want to use the default arm cannon, you have to "use" another combat art. The CA does not have to be fully recharged, for this trick to work... hopefully I haven't lost you completely yet... so let's give an example:

You gather a crowd, and fire off Fiery Ember. You clean up the leftovers with DB, so your left arm is now the "mace"... although FE is still "recharging", if you hit that button, your left arm will change to the default cannon.

Sound simple? Except when FE is finished recharging, and you don't want to cast it just to get the cannon :) My solution for that is typically Combat Alert, or a Lost Fusion CA (usually Amp. Discharge).

 

Same as PC, except on PC we simply have to switch to another CA slot as I already suggested.

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