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[Build Guide] Templar Controller Tank


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#1
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This was my first build guide, and is a bit long (fair warning).

 

 

Watch the video for the full breakdown.

 

Quick overview:

 

Skills

 

Shield Wall

Spell Purge

Wrath of Heaven

Line in the Sand

 

Basic Strategy

 

I did not put this in the video, because it's a lot to digest for average players along with that already-long video, but I think you all can appreciate this...

 

Prerequisite: You will want a team that will at least listen to directions. Not recommended for PUG matches Threatening+ unless a beautiful team dynamic somehow happens (read: Unicorn). You also may want to host to avoid potential sync issues allowing enemies to pass through Line in the Sand (it's rare, but painful).

 

  1. Lead the Charge: Make sure you are in the front of your party. Advise the close-quarters classes to stay back or wait to initiate until you have aggro (as you have no taunt).
     
  2. Draw the Line: Either create or accentuate a choke point with Line in the Sand once you have been spotted. Timing is key: You want to draw aggro first, but you must be quick to avoid enemies getting past you.
     
  3. Let Your Light Shine: Once the bottle-necked enemy group is within ~4 metres of you, call down the Wrath of Heaven. You want to wait until you can get every possible melee enemy within 4 metres.
     
  4. Save with Submission: Don't be too hasty... You have ~4 seconds to pummel enemies. Great combined with Soulkisser to regain health.
     
  5. Purge the Heretics: Let the fun happen! Spell Purge any remaining stunned enemies. Amazing combined with the Dwarven Waraxe to regain all lost stamina.

Now, this strategy does require a good team dynamic:

  • DPS classes: They are to focus on enemy ranged DPS at all costs. It is recommended to have two strong single-target DPSers (e.g. Archer or Assassin), or at least one strong ranged AoE DPSer (e.g. Necromancer).
  • Controller classes: They are also to target enemy ranged DPS first. An Elementalist with a well-aimed Firestorm on the back line of the enemy group (i.e. where the archers are standing) does wonders!
  • Support classes: They should Barrier you at every chance. They should do this to whatever class is playing the tank role anyway, if available.

 

Feedback is welcome!


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#2
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Issues I am aware of:

  • Video is too long! Yes, I know. Gold fish and such. Future videos will be shorter and more concise.
  • Audio is too quiet! Something is off about how I record. I am working to fix this for upcoming videos.
  • Some information is inaccurate! Yes, I was not aware that base skills sometimes update their figures when you get the upgrade. As a result, skills like Wrath of Heaven starts at 400% damage but upgrades to 700%, not 700% and 1,000% like I state.


#3
MajorStupidity

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 Can I just say how much fun it is to nuke enemies with WoH + SP. I personally find Line in the Sand to be to situational and prefer to run Horn of Valor for the team buff otherwise I follow a lot of what you put in the video.


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#4
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 Can I just say how much fun it is to nuke enemies with WoH + SP. I personally find Line in the Sand to be to situational and prefer to run Horn of Valor for the team buff otherwise I follow a lot of what you put in the video.

 

Yeah, I want to do a second video on a Templar Leader + DPS build guide, highlighting WoH+SP, Blessed Blades, and Horn of Valor. That's what I'm building it for right now.

 

It's farther down the line... After I do initial guides on the other 11.



#5
Cirvante

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Yeah, I want to do a second video on a Templar Leader + DPS build guide, highlighting WoH+SP, Blessed Blades, and Horn of Valor. That's what I'm building it for right now.

 

It's farther down the line... After I do initial guides on the other 11.

 

Blessed Blades doesn't really seem all that useful. Flow of Battle should give you enough cooldown reduction to keep up Horn of Valor and do your combo every fight. As the fourth skill I really like Payback Strike because it ends any debilitating effect on you and does decent damage.

 

I'm still not sure whether the Caliban or the Dwarven Crusher is better on the Templar. The Caliban combined with lifedrain rings gives massive heal on kill and the base damage is really high, but the Dwarven Crushers 75% dmg explosion can take out enemies outside of your combo radius.


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#6
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Blessed Blades doesn't really seem all that useful. Flow of Battle should give you enough cooldown reduction to keep up Horn of Valor and do your combo every fight. As the fourth skill I really like Payback Strike because it ends any debilitating effect on you and does decent damage.

 

I'm still not sure whether the Caliban or the Dwarven Crusher is better on the Templar. The Caliban combined with lifedrain rings gives massive heal on kill and the base damage is really high, but the Dwarven Crushers 75% dmg explosion can take out enemies outside of your combo radius.

 

Good points! That will mean I'll have to roll her over again to get that right lol...



#7
Drasca

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Blessed Blades doesn't really seem all that useful. Flow of Battle should give you enough cooldown reduction to keep up Horn of Valor and do your combo every fight. As the fourth skill I really like Payback Strike because it ends any debilitating effect on you and does decent damage.

 

I'm still not sure whether the Caliban or the Dwarven Crusher is better on the Templar. The Caliban combined with lifedrain rings gives massive heal on kill and the base damage is really high, but the Dwarven Crushers 75% dmg explosion can take out enemies outside of your combo radius.

 

Upgraded BB is awesome, and frees up points from HoV. I use BB+FoB on my max W/P Templar builds, and shield-wall attack cancel for extremely fast W/P cooldowns. I am a walking bomb of up to 12k damage AoE every 10-15 seconds. DPS much much more reliable than reavers.

 

I don't have DC, so I can't attest to the effectiveness, but Caliban is bloody awesome. To be honest, having either at all is god-mode for Templars, especially since most players don't have them-- and those that do have usually either gotten lucky or earned it by purchasing thousands of large chests. Use them, swap them out now and then for variety, have fun rolling through perilous.



#8
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Upgraded BB is awesome, and frees up points from HoV. I use BB+FoB on my max W/P Templar builds, and shield-wall attack cancel for extremely fast W/P cooldowns. I am a walking bomb of up to 12k damage AoE every 10-15 seconds. DPS much much more reliable than reavers.

 

Honestly, I have been thinking of trying a Blessed Blades, Bodyguard, Wrath of Heaven, and Line in the Sand. Yes, I will lose the awesome combo, but it's for the sake of taking a greater role as a support tank.



#9
TormDK

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I really really really want to like the whole Sentinel tree, but compared to what you give up from the Templar tree (The WoH+Purge combo, not to mention the Horn), it just doesn't seem all too worthwhile to me.

 

And that is both a shame, and something Bioware should be looking actively at. That Line in the Sand is often bugged just further cements this.



#10
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I really really really want to like the whole Sentinel tree, but compared to what you give up from the Templar tree (The WoH+Purge combo, not to mention the Horn), it just doesn't seem all too worthwhile to me.

 

And that is both a shame, and something Bioware should be looking actively at. That Line in the Sand is often bugged just further cements this.

 

I honestly think Line in the Sand's issue is some kind of synchronization issue, as I have personally only experienced issue with enemies passing through it when I was off-host. I may be wrong there, however.

 

You are correct to say that the Templar tree is very fun, and I have used that a lot. I am just always looking for new ways to try things, as I have found that to be where I find the most fun builds in games like these.



#11
TormDK

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I personally think they should mix up the trees a bit like moving WoH or adding synergies to make Purge behave differently if you spec'ed tank , and look further at the Sentinel's aggro generation because while blocking chokepoints is fine, I think that dedicated tanking needs aggro control to be truely effective.

 

But thats for another thread :)

 

As a challenge, try making a Sentinel build that does not focus on the WoH/Purge combo, but still works.



#12
HowYouSoGudd

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Mortiel. I'm curious, you said Turn the Bolt and Turn the Blade both effect ranged atks.

Do you know how they stack?

Are the bonuses added or multiplied?

Would be interesting to see if you could get close to 100% ranged reduction or even 100% taking stats into account.



#13
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I personally think they should mix up the trees a bit like moving WoH or adding synergies to make Purge behave differently if you spec'ed tank , and look further at the Sentinel's aggro generation because while blocking chokepoints is fine, I think that dedicated tanking needs aggro control to be truely effective.

But thats for another thread :)

As a challenge, try making a Sentinel build that does not focus on the WoH/Purge combo, but still works.


I am actually doing just that. Right now it's looking like Challenge, Bodyguard, Line in the Sand, and Wrath of Heaven.

#14
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Mortiel. I'm curious, you said Turn the Bolt and Turn the Blade both effect ranged atks.
Do you know how they stack?
Are the bonuses added or multiplied?
Would be interesting to see if you could get close to 100% ranged reduction or even 100% taking stats into account.


Well, with the armor in it's current state, the two are not as good as they were when I was making this video. With that said, the testing I did with Turn the Blade *appeared* to yield less damage from archers they with only Turn the Bolt. Archers seemed to hit me for about 150 damage just Turn the Bolt, but for 120 with Turn the Blade as well. This would indicate a multiplicative bonus (meaning the 20% is somehow calculated after the 50%).

However, with variations that small, it could have simply been RNG in damage amounts, so it's hard to tell. There is nothing indicating that it is only melee damage, however.

#15
HowYouSoGudd

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Well, with the armor in it's current state, the two are not as good as they were when I was making this video. With that said, the testing I did with Turn the Blade *appeared* to yield less damage from archers they with only Turn the Bolt. Archers seemed to hit me for about 150 damage just Turn the Bolt, but for 120 with Turn the Blade as well. This would indicate a multiplicative bonus (meaning the 20% is somehow calculated after the 50%).

However, with variations that small, it could have simply been RNG in damage amounts, so it's hard to tell. There is nothing indicating that it is only melee damage, however.

Thanks. That makes sense, 120 is 80% of 150. Meaning that the dmg is calculated individually rather then together. Sadly that means the higher your ranged defence, the less benefit you'll see from Turn the Blade.

 

Since you have more time then me, maybe you should try testing how Cunning, Turn the Bolt and the Ranged Defence stat work together.

Turn the Bolt, 8% ranged def shield, 10% ranged def belt, 16% ranged defence armor upgrade(guessing) is 84% ranged defence. 32 cunning from passives, promotions and ammy should theoritically equal ranged immunity. But thats assuming that they all add together and not work seperately.



#16
Credit2team

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replace spell purge with shield bash: it has a shorter cooldown and can be used to close gaps when spammed

replace line in the sand with unbowed: better survivability and pugs won't stand behind you anyway



#17
xROLLxTIDEx

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Woh/purge combo, bodyguard, payback strike. Will be OP if RNG will ever bless me with Caliban + HoK ring.

#18
TormDK

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No guard generation ability seems a very dangerous proposition for a tank Rolltide.

 

For that reason alone I would not want to part ways with Shieldwall. Bodyguard seems like an ability that has promise, but needs the passive talents to support it (And it also needs to be passive within a small radius).

 

An interesting concept that would work with the support nature of the templar, could be an ability that gives Guard to other players. Similar to when you cast a barrier as a Keeper/Elementalist, just gives Guard from your Guard pool instead.

 

This would allow for creation of other talents that could further increase guard pool size for the Templar, and increase amount transfered to one other player.



#19
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Thanks. That makes sense, 120 is 80% of 150. Meaning that the dmg is calculated individually rather then together. Sadly that means the higher your ranged defence, the less benefit you'll see from Turn the Blade.

 

Since you have more time then me, maybe you should try testing how Cunning, Turn the Bolt and the Ranged Defence stat work together.

Turn the Bolt, 8% ranged def shield, 10% ranged def belt, 16% ranged defence armor upgrade(guessing) is 84% ranged defence. 32 cunning from passives, promotions and ammy should theoritically equal ranged immunity. But thats assuming that they all add together and not work seperately.

 

I would think that the damage resistance is a curve approaching 0, meaning that archers will never do less than 1 damage sadly. Still, this would be insane playing a Legionnaire or Templar on Perilous (or higher) difficulty.

 

replace spell purge with shield bash: it has a shorter cooldown and can be used to close gaps when spammed

replace line in the sand with unbowed: better survivability and pugs won't stand behind you anyway

 

Maybe replace Challenge with Unbowed? I have honestly found LitS to be sooo good, but I also predominantly host games.

 

Woh/purge combo, bodyguard, payback strike. Will be OP if RNG will ever bless me with Caliban + HoK ring.

 

I'm trying something without the Templar's cheese combo. Nice build though!

 

No guard generation ability seems a very dangerous proposition for a tank Rolltide.

 

For that reason alone I would not want to part ways with Shieldwall. Bodyguard seems like an ability that has promise, but needs the passive talents to support it (And it also needs to be passive within a small radius).

 

An interesting concept that would work with the support nature of the templar, could be an ability that gives Guard to other players. Similar to when you cast a barrier as a Keeper/Elementalist, just gives Guard from your Guard pool instead.

 

This would allow for creation of other talents that could further increase guard pool size for the Templar, and increase amount transfered to one other player.

 

Unbowed, Line in the Sand, Bodyguard, and Wrath of Heaven? With that you have guard generation, a crowd inhibitor, a crowd disabler, and ally damage mitigation. I'm thinking I like that kit idea.



#20
Drasca

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There is no more ranged immunity due to how the damage resistence formula work. Turn the bolt does combine with turn the blade, but as with any defensive skills they're less necessary as you have more promotions and better teams. If you have low overall constitution and want to run perilous, I highly recommend getting unyielding in addition to TBolt/TBlade. I have 49 promoted consititution, and +11 so over +50 effective + constitution passives (0-21 typical). The demon commander does 100-200 damage from the front, as a pop up (have my back against a wall). Unyielding is unnecessary for me, but Tbolt is... and I am on the fence about Tblade.

 

Guard is not reliable for anything more than chip damage. Shield wall for damage prevention is.

 

My fourth skill, assuming we keep SW, rotates between upgraded Blessed Blades / Horn of Valor / Body Guard / Payback strike depending on my mood and theme. All mooks die around my Caliban, so PBS isn't as necessary as BB/HoV for faster W/P, better group dps, or group survivability. Different equipment may necessitate PBS + Stamina Amulet.



#21
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There is no more ranged immunity due to how the damage resistence formula work. Turn the bolt does combine with turn the blade, but as with any defensive skills they're less necessary as you have more promotions and better teams. If you have low overall constitution and want to run perilous, I highly recommend getting unyielding in addition to TBolt/TBlade. I have 49 promoted consititution, and +11 so over +50 effective + constitution passives (0-21 typical). The demon commander does 100-200 damage from the front, as a pop up (have my back against a wall). Unyielding is unnecessary for me, but Tbolt is... and I am on the fence about Tblade.

 

Guard is not reliable for anything more than chip damage. Shield wall for damage prevention is.

 

My fourth skill, assuming we keep SW, rotates between upgraded Blessed Blades / Horn of Valor / Body Guard / Payback strike depending on my mood and theme. All mooks die around my Caliban, so PBS isn't as necessary as BB/HoV for faster W/P, better group dps, or group survivability. Different equipment may necessitate PBS + Stamina Amulet.

 

Not a bad idea. While I like Shield Wall, I really want to find a build not reliant on it. I'm still experimenting, so we'll see. :-)



#22
Credit2team

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Maybe replace Challenge with Unbowed? I have honestly found LitS to be sooo good, but I also predominantly host games.

challenge only works on a single target at a distance, unbowed will help you build up your guard when tanking 3+ things (so pretty much always)

hosting doesn't affect the quality of players you pug with. LITS does no good if players run ahead of you, and pugs always do



#23
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challenge only works on a single target at a distance, unbowed will help you build up your guard when tanking 3+ things (so pretty much always)

hosting doesn't affect the quality of players you pug with. LITS does no good if players run ahead of you, and pugs always do

 

Challenge is a great way to pull that straggler off your squishy teammates, but I stand by my opinion that the Templar really should have been given more than one taunt. The Legionnaire has three (Warcry, To The Death, and Counterstrike), two of which are AoE taunts.

 

Aside, surprisingly, I have not had a huge amount of problems with PUGs running past my Line. It strangely creates some kind of psychological barrier in their head that they do not often pass. I have no idea why. I imagine someone with about twice the amount of university time and a fancy title could enlighten us, but that's really irrelevant. 

 

LitS is especially handy on zone 5, where I can effectively block the entire door with the And No Further upgrade by standing off to the side of the door. It's pretty funny. One PUG match, I had an Elementalist that threw Wall of Fire a few metres in front of my Line, effectively boxing the enemies into a small cage. WoH+SP made short work of them afterward. That was a smart Elementalist, for sure!



#24
Drasca

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Not a bad idea. While I like Shield Wall, I really want to find a build not reliant on it. I'm still experimenting, so we'll see. :-)

 

Wrath, Purge, Bodyguard, Horn of Valor.

 

Pure Team Support, with explosive combo option. Really powerful for dedicated groups.



#25
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Wrath, Purge, Bodyguard, Horn of Valor.

 

Pure Team Support, with explosive combo option. Really powerful for dedicated groups.

 

Yes, it is, but as I said in a few posts before that, I also wanted to not lean on the WoH+SP crutch lol.

 

Maybe HoV, BG, LitS, WoH?