I wanted to play a bit during my lunch break, but thanks to my ISP I’m temporarily on dial up, so I’m going to entertain myself by sharing my thoughts about the templar class. Next step will be doing housework just to postpone studying. I’m hoping for some input on the aspects I find mind-puzzling.
I planned to focus primarily on healing/support with just enough destructive powers to allow some soloing. But as of now it’s still very possible that we’re going to get wiped, so I decided not to build a perfectly specialized toon, and I may as well try some of the nifty offensive spells.
It seems that a twentysomething level templar can still solo surprisingly well, with some patience and your excellent crowd control skills you can take on any regular mob.
Healing is very cheap, offensive spells on the other hand eat up your mana quickly. For this I tend to focus of MND when it comes to choosing my equipment, leaving the otherwise tempting, damage boosting INT a secondary concern. MND adds to your MP, boosts your healing spells, and its best and often overlooked effect: it adds to the critical chance of your spells. Neat.
Wand or staff: I don’t have a strong preference here, I use whichever has better stats. Wand with a shield adds a blocking chance and more “reinforcement sockets”. Staves offer way better stats for MND than wands+shields and also higher melee damage. You may wonder why melee damage is a concern: when a mob has very little health left, I usually want to beat them to a pulp to conserve mana. Staves make it a lot easier.
Now for the skills
Elec Bolt: Offers medium damage, not comparable to the shaman’s fireball, but it is your bread and butter. You should keep it maxed all the time or until you find another offensive spell that better suits your needs.
Electric Twister: Picked it up after realizing that it is the only offensive skill with a DNA available to boost its damage. Results: Area of Effect effect, which is always a big plus for me, better damage, higher mana cost. However while you’re sitting like a duck surrounded by the mob you take heavy damage – not that it would be a huge problem, as you can easily heal yourself, but it adds additional mana cost which I planned to avoid. After some testing I’ve come to think that sniping/kiting with your Elec Bolt may be more time- and mana efficient. I can see that using Electric Twister along with some other Area of Effect spell (templar/tempest has plenty of those) can turn your toon into a mean Area of Effect machine, but sadly I’ve heard rumours that dots do not stack, they simply overwrite each other. With only one Area of Effect spell available for me at this point, I’m waiting for confirmation on this one.
Concentration: Don’t know about this one, it Increases your MP recovery, which is of course crucial. At level 3 with DNA it adds only a single point to my MP regen. As its % based it’ll probably start to shine later on (at lvl5 with DNA it adds +25% to your regen) , but right now it seems pretty useless. Considering that I’ve never ever run out of mana when continuously healing/buffing an 8 member party, concentration may not be of much use for a pure healer. Though it’s probably too early to tell.
Sleep: My current favourite skill, it makes soloing a lot easier. At lvl2 it becomes an Area of Effect spell and ticks for 7 sec. Mobs remain asleep while you blast them into bits with your elec bolt. Melee damage or anyone else attacking wakes them up, so it’s not party friendly but a true life saver for soloing.
only melee damage wakes up the mobs, party members can freely inflict damage with spells
Godly Mirror: it’s still very low to make a difference, but if it works as it is intended, it may very well be one of your most useful skills. Basically you can end up having 70% chance of reflecting 70% of the damage you take. It is huge, especially given how defense works ( 10 points of def decreases the damage you take by one point) As I see it, the higher the damage the mobs inflict, the better Godly Mirror gets compared to defense.
Survival Instinct: passive skill that adds to your def, better to have than not I guess, but wont I spend many points on this one
Divine Protection: target spell, increases defense, good to have as a support character. Unfortunately its not available until lvl20 and it doesn’t stack with ion shield, practically making the latter redundant. And you’re pretty much forced to take ion shield at lvl10-12, unless you plan to focus on melee. In that case you can take Holy Strike instead.
Salvation: resurrects, don’t suppose it’s worth to invest more than one point here
Rejuvenation: comes very handy for self-healing, cheap and instant cast. At lvl2 right now, I’m not planning to increase it any further.
Lesser Heal : no brainer for a healer. Found the DNA that reduces its casting time to be quite handy.
Lesser Party Heal: seems useful too
And that’s about it so far. I’ve found playing the templar to be quite a rollercoaster, frustratingly hard at some points but a few levels later it all evens out as you grab some neat skills. You can survive those difficult levels by leeching xp in a party.
Btw, does anybody else feel that magic damage hurts a lot? Is there a way to increase your resistance? As I understand defense doesn’t help here. I think youre resistance increases naturally but painfully slowly. I see a fireball coming my way and I’m already smashing my healing key.
Edited by enci, 13 July 2008 - 05:23 AM.