Difference between revisions of "Templar Builds"

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== AAF2 Human Templar by Agamemnar ==
 
== AAF2 Human Templar by Agamemnar ==
  
Introduction
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''I edited this ancient template slightly to be up to date with current patch changes. -- theeinherjar''
 +
 
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'''Introduction'''
  
 
It is generally perceived that Shadowbane PvP, at its base, is a fancified version of rock-paper-scissors. While there are many factors involved in reality, one glance at each class' capabilities will reinforce this truth: they are all counterable in some shape or form by another. When you understand this concept, and through time build a memorized pattern of your opponent's quirks and quarks, you will begin to appreciate the Templar for its ability to adapt. Some classes excel in one aspect, and have little or no regard for others. The Templar, however, is one of the few classes where versatility, and required skill, comes into its own.
 
It is generally perceived that Shadowbane PvP, at its base, is a fancified version of rock-paper-scissors. While there are many factors involved in reality, one glance at each class' capabilities will reinforce this truth: they are all counterable in some shape or form by another. When you understand this concept, and through time build a memorized pattern of your opponent's quirks and quarks, you will begin to appreciate the Templar for its ability to adapt. Some classes excel in one aspect, and have little or no regard for others. The Templar, however, is one of the few classes where versatility, and required skill, comes into its own.
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Character Creation
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'''Character Creation'''
  
  
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Powers
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'''Powers'''
  
  
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Wings of the Seraphim 40: +75 to your str, con, spi with mana/hp heal effects. 5 second cast + a 100% mana heal and 45% health heal with natural flight, and a killer look. Need I say more?)
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Wings of the Seraphim 40: +50 to your str, con, spi with mana/hp heal effects. 5 second cast + a 100% mana heal and 45% health heal with natural flight, and a killer look. Need I say more?)
  
  
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Disciplines
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'''Disciplines'''
  
  
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Tactics
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'''Tactics'''
  
  

Revision as of 15:51, 22 February 2007

AAF2 Human Templar by Agamemnar

I edited this ancient template slightly to be up to date with current patch changes. -- theeinherjar

Introduction

It is generally perceived that Shadowbane PvP, at its base, is a fancified version of rock-paper-scissors. While there are many factors involved in reality, one glance at each class' capabilities will reinforce this truth: they are all counterable in some shape or form by another. When you understand this concept, and through time build a memorized pattern of your opponent's quirks and quarks, you will begin to appreciate the Templar for its ability to adapt. Some classes excel in one aspect, and have little or no regard for others. The Templar, however, is one of the few classes where versatility, and required skill, comes into its own.

All aspects of Shadowbane powers, save for stealth and summoning, is located in the Templar arsenal: counters, effects, buffing, healing, speed and debuffing. The Templar I have designed has been through many rerolls, countless duels, and innumerable small and large scale encounters. And despite the critical nature of the build, and 8 other classes I have played, no other toon brings a bigger smile to my face than my pink-clad warrior. The AAF2 (Ash Air Force 2, respectively a revamped version of the original) is a lethal mix of debilitating casting, and devastating melee. They are yin and yang, day and night, black and white, of this template. And as such, I would only suggest this template to those of advanced experience, or, players willing to learn how to play a hybrid properly. It is no walk in the park, as it took me an entire season to firmly get a grasp on things. Luckily, I will provide some tricks of the trade for you (which applies to other hybrid classes too!).

Given enough patience, you too will join the feared ranks of the Seraphim. Look at this template, in conjunction with other Templars, in much the same way you look at a manual or automatic transmission on a car. You are in control with this template. You are not waiting, or praying, or relying on buff-bots, for something to happen. You are a self-sufficient killing machine, and you will stop at nothing until your target is dead. You are an offensive force, and as such you should make killing your business.


Be careful though, as each class has a weakness, and "mana" seems to be a term Templars cringe over. Mana returns are not in favor of any fighter, and as such you must be very careful in your decision making. Experiment with combinations, find a crippling advantage, and go with the flow.

You know exactly what you are capable of, and how well you can do it, and that is a comfortable feeling for this build.


Character Creation


Race: Human, Fighter, Brilliant Mind, Warlord's Page

Ability Point Distribution: 40 Strength -> 100 30 Dexterity -> 30 50 Constitution -> 130 (Apply Incredible Constitution) 50 Intelligence -> 130 (Apply Incredible Intelligence) 30 Spirit -> 30

Focus Line: Sword 135 Thaumaturgy 145 Heavy Armor 100




Powers


Blessed Zeal 40: 50% damage buff. THE templar spell next to Wots.


Wings of the Seraphim 40: +50 to your str, con, spi with mana/hp heal effects. 5 second cast + a 100% mana heal and 45% health heal with natural flight, and a killer look. Need I say more?)


Sway the Balance 40: The name pretty much sums it up. This is your ticket out of a very hairy situation, and offensively your ticket into your opponent's HP bar.


Curse of Sloth 30*: Treat this the same way you treat the relationship with your Consume Wickedness and Purge Sin. If you desperately need stamina, or need to disable your opponent quicker, stack this with your cleansing flame whenever the opportunity arises.


Saint Malorn's Wrath 40: If your sword ever had a friend, it's Saint Malorn's Wrath. This ravishing AoE, complimented with a mask-cast, is where your damage per-second shines.


Cleansing Flame 40: Recent improvements to this spell includes a stamina conversion from target to caster. Works much in the same way bloodfire does, however, is quite quick to cast, has no recast timer, and is a transfer instead of a simple drain.


Consume Wickedness 40: Although the mana cost on this is quite high, I cannot stress how many times I have lived using this spell. Enemy HP conversion to your pool means a 1000 HP DoT, and 1000 HP heal over the course of 30 seconds. Well worth the mana hit, but use with caution.


Purge Sin 40*: Requirement to unlock Consume Wickedness, use this in the same context you would use Cleansing Flame and Curse of Sloth, except replace the stamina for HP returns.




Disciplines


Dark Knight

- Knavery 20: -30% attack and Defense for thirty seconds. Priceless.

- Dark Curse 5*: Disrupt spells and dispel artificial flight. Extremely versatile.

Commander - Cry Havoc 20 (Your alacrity buff and mask-casting primer). - Forced March 15 Group speed buff. Do not neglect this chant, as speed is important to your ability to kill or survive. Do not rely on others to grant you high speed buffs, as realistically in combat your comrades may fall, or you may be easily separated from each other. Do not let that happen.

Huntsman or Bounty Hunter* - Granted track. Without this, you are open to the elements... including nasty stealthers that will not hesitate to take advantage of your blindness.

Blademaster - Granted 10+ Sword skill, bringing your sword to 145 base. Excellent to bypass high blockers and dodgers. - Riposte 20*: Lasts for a minute, and stacks with your slash debuff. Throwers, Bladeweaver, and dagger users will think twice about choosing to touch you when the angelic light starts to twirl around your body. See "options" for important details. - Feint 5*: This with precise and styles makes your attacks unavoidable.




Tactics


Mask-casting There is a lethal trick that Hybrids use that allows them to "mask casts". It is possible to cast an AoE for example, and swing many times with your sword without you having to stop. Not only does this give you the element of surprise, but this use in conjunction with the DK stun combo (dk stun, retarget swings, aoe) will unleash tons of hell on anyone. It takes some practice but is feasible. You are advised to master this skill when you have either DK stun or Cry Havoc.

If you don't have cry havoc, do the following: -Attack your target. -Use a sword power or your DK stun. -Immediately after you see the second particle effect of the power in action, cast your spell.


With Cry Havoc or Forced March: -Prime your mask-cast by using either CH or FM -Cast your offensive spell -Immediately after the spell is finished casting, and your arms are extended outwards, cast the second spell. -Rinse, repeat. This works easier with a faster sword.

It is possible to mask-cast CHAIN using the cry havoc procedure. Just cast a Second consecutive spell after the first masked spell has finished casting (have to do this immediately after), and your Mask-Cast combo should continue.



Attacking in the air This is a little tricky. The BGS has a range of two tiers. Hence it is possible to attack in the air. Hit your target on the ground then lift off. Your target below (given it is not a thrower) will have trouble hitting you but you can hit him. Make sure you are in the same spot, 1 or 2 altitudes high. Try tapping the up and down hotkeys to get a hit advantage. Throwing weapons have a limit of tiers on their range, so the highest altitude will clear you of their attacks.



Distractions On a side note, make sure your Combat Close is turned off on your templar. The option is located in your escape menu/actions. You may also type /combat in your console, though sometimes this doesn't work. It is important you do this, as many hybrids will screw up their casting by being dragged by someone attacking you outside of BGS range.



Know your enemy It is your responsibility to know your opponent's every spell, power, and even fighting pattern to eliminate the rock-paper-scissor base I have been speaking of. Anticipation is key to your victory. Be advised that this build can clock at 1500 damage per 4 seconds if you have mastered your mask-casting combinations. Mages, and anything else with a fairly low HP pool, should be a priority target when no other target is being called. You will drop them faster than they can figure out what is going on.



Closing the gap As an offensive force, many casters will attempt to distance themselves from you as much as possible. You have the tools to reach your target. Your sway will take care of any roots or snares, your sprint and commander run buff, even flight, will undoubtedly make you as fast as ground-based scouts, and your dk stun will buy you a second of their time, and another second of their mouse clicking. Use these tools wisely, and keep your enemy constantly at bay.


Sieges Do not be a fool and attempt to treat sieges, especially stack wars, in the same way you would a normal group vs. group scenario. Listen to the commands being given in voice coms, or group chat. Keep an eye out for ranged archers, and drain their stamina at will. Stay in walk mode, to conserve mana usage. Use your revamped cleansing flame and other ranged spells in your arsenal wisely, and don't be shy to join in the targeting fray. When the time is right, you will be able to finish the job and the rest of your enemies when the call to charge is made, or protect your comrades of any brave soul who attempts to rush.