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MrErad

Testers
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About MrErad

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  1. Yep this skill is a major issue. It currently counters templars divine light , confessors, druids except for their nature dmg, clerics , all the elemental quivers , the electric banner & not sure what else I'm missing. The even bigger kick to the face is stacking it with the reflect since you'll be healing and doing dps at the same time. If they want to keep this skill the way it is they should make it act like haunt debuff after 6 attacks the skill is removed or like the templars fault finding where it stops applying sin after a certain amount of attacks. Numbers can be tweaked after but currently its 15s? of a elemental immunity basically.
  2. Yep our clan vendor is down in the fog area that contains mainly noobie gear & has had no problem selling stuff.
  3. Oh I wont disagree on templar cc line being the worst but thats all CC lines due to retaliate. Yes our mobility is terrible hence why I prefer the Elken templar but going to be retiring him again for another human for group fighting. A slow would help the class itself if we're not supposed to be mobile & something I would love to see instead of increased mobility but is already baked into righteous smash for the fury. Maybe that slow should be moved as our baseline and single target & new ideas for the CC classes should be pitched. The CC line could also be the anti-zerg/ balling promotions that force groups to separate a bit instead of stacking on top of each other . Right now the skills in game that do that are so poor that they might as well not exist & it would also be another form of control without it having to be a hard CC. Firewall sort of had those properties until the new elementalist skill came out. Reverberating blow from Adjudicator if it did damage and didnt need the other players to be on top of each other would be interesting mechanics. I'm forgetting the druid skill but I believe its lightning rod? Something along those lines for the CC classes. Maybe disable the Dodge for a few seconds after a skill from CC classes (this might be to evil though). It would force sprint to be used in combat more . The other option & I'm not sure if its possible would be to make it that retaliate costs 2x-3x more if you were hit by a CC class or a stam regen debuff so it becomes harder to retaliate the longer the fight. It might ease up on the spam and bring the other CC lines to the front . On pip generation I still dont see why we need pip generation on every templar auto as suggested by people. With autos , divine & righteous smash its nearly impossible to run out of pips unless you spam execute. Good resource management is a key thing for the the templar but then again I might not have the same issues as other templars due to the heavy great sword & higher CD's.
  4. I don't find the CC templar as lacking as is said in this thread other than the retaliate issue that plagues everything. If that cant get resolved the CC lines getting more support effects would be cool. Something a long the lines of hot feet built into the base fury line would be interesting over the root it currently has or what mandalore has proposed. The KD & daze on divine light when it does its job is nice. The lvl 25 passive also is questionable compared to the other two.
  5. 1st thing they could do is flip the fort & outpost cap speeds. I don't understand why we can flip a fort faster with the same amount of people than any outpost. The small outposts are serving their purpose currently allowing the smaller groups to participate in the scoring & when you do get pvp its usually on a smaller scale. Removing them would be a detriment but I'm sure we could make them more interesting than the current zerg a fort meta thats going on.
  6. They all have divine light. Stay out of the circle. Parry is pip based so once their out they cant counter attack but if you're standing in divine light you're refilling said pips. Range has no problem against a templar since its very difficult for them to stay in melee against those classes. I would just chalk this up to lack of knowledge on how to fight a Templar more than anything.
  7. MrErad

    Cleric builds

    Nothing to do with being polite. Just smart players and coordination. Its easy to keep people healed when they have a clue whats going on. Both classes have a different way of healing I just find the paladin does it better than the healing spec cleric. Cleric I think overall could use a little boost in some areas so it stands out better in the heal department & to the radical spec line.
  8. MrErad

    Cleric builds

    No one can compete with a druids healing. I have no issues keeping a group up with the paladin in open field fights. Clerics mobility is right up there with the templars is non existant especially with block (only mobile builds would be elkin). Yep illuminate is a great skill and versatility? Like i said nothing stops the templar for equipping the same skills . So ult + illuminate is what the cleric has going for it.
  9. MrErad

    Cleric builds

    Stock their roughly the same. Step out of the clerics circle and no healing for you. The majority of the disciplines you wouldn't use on a cleric either. Dryad nope , Naiad not really , fountain of life is a small aoe for its heal output (4 pips on the templar is insane though). Water spirits are you really going to chase this to get healed? Basically leaves pixie , field surgeon , friar & standard bearer for low hp healing. Which you could use on the templar with the same effect. The one thing the cleric has over the templar is its ultimate though. Pip generation really isnt a issue on the templars except for 1 exception that I have to test. I know its an issue with all 3rd strike passives and when I did my test on the templar I was at full pips so didn't document that aspect of pip regen but have to see if it still exists in 5.8.4.
  10. MrErad

    Cleric builds

    5.8.3 Patch has said nothing about it. The 5.8.2 patch did and the biggest issue with that was fly text spam hasnt happened once in 5.8.3 yet. Im sure their is still some visual issues with it but my group hasnt noticed any performance loss or while grouped. 5.8.2 I benched the paladin for that reason.
  11. MrErad

    Cleric builds

    Paladin Templars can hold their ground and heal very well currently. The healing is better than the clerics if you know what you're doing.
  12. Templar is a fun class to play. The only 2 classes that will give the templar trouble are rangers and confessor currently due to range. Stupid rangers can be killed because they eventually go into melee the rare smart ones will kite you all the way. If you're being outplayed by them stepping out of the circle thats the least of your issues.
  13. Mobility : I agree on the Templar this is needed to a degree or possibly turning censure into a slow instead of a hard stun or give us a small speed boost after landing. This can be offset with friar (doesnt work with trailmaster), elken to a degree but not ideal, or bard . I'm not finding the lack of mobility to hindering in solo or group but something that would allow us to attempt to secure our kills would be nice. DPS & Pips : I haven't had an issue in pip generation with any of the 3 versions. The Paladin has it the easiest though. I would like to see the 3rd hit dropped to 2 if they feel the need for it or there would be no use for the righteous smash. The DPS does seem very low on the Templar but you have to becareful because the Paladin will benefit greatly from it. The Fury is lacking in dps and the cc doesnt make up for it. I didn't find the DPS one to be nearly as fun as the other 2 unfortunately the DPS increase didn't seem to be much greater than the Paladin. About the animations they could be shorter or smoother. Its kind of dumb how we can animation break all of them but if we don't especially on divine light we make ourselves vulnerable to multiple attacks. Survivability: One vs One this class is beast. Paladin is the strongest out of the bunch and finding the fury to be pretty solid too. On the fury I'm finding the hp buff to be a bit underwhelming it would be nice if it applied maybe half the hp value buff to the group? Vindicators I cant comment on the damage increase due to lack of play time on them. The key to all the templars is getting the group to stay in the blazing light or to make sure to ride the edges if they need heals. So far I haven't had an issue keeping people near me but it took a little bit to get people to trust in the Paladins healing & Fury CC /Minor Healing and stay in the light. General: Leap needs to be ground based aoe so we don't have the issues where it doesn't stun or we bounce so far off the target that the stun is pointless. 3rd attack tic generation is annoying maybe to add a slow to it on 3rd hit ? This way if we get to our target we can actually stay on target plus get rewarded for the pip? Fire damage increase. Only skill this applies to is blazing light? The Vindicator gets more but seems kind of useless to go more fire when it only applies to one spell. Also when our other option is to holy warrior for holy damage.
  14. MrErad

    Templar talk.

    I wonder how the fury line would play if it mimic'd the clerics CC line. Where it gets some support power but not like the main healing line this way it can act as an off healer with CC abilities.
  15. MrErad

    Templar talk.

    My gear isn't to bad. I'm in a blue vessel that could have used more upgrades in it & using a green sword with support power. The armor is just a common white set that my blacksmith made me so its nothing special. It was a good fight hopefully we'll see more Templars because I find the class just as fun as my leather confessor.
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