Loading...
  1. Dismiss Notice
  2. Dismiss Notice
  3. Dismiss Notice
  4. Dismiss Notice
  5. Dismiss Notice
  6. Dismiss Notice
  7. If this is your first visit, you may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Stark's Templar Guide

Discussion in 'Class Guides' started by Stark, Mar 15, 2015.

  1. Stark

    Stark ᴘ ʀ ɪ ᴍ ᴇ ʀ ᴀ Forum Legend

    Joined:
    Aug 19, 2011
    Messages:
    1,721
    Likes Received:
    1,991
    Trophy Points:
    483
    [​IMG]
    Warning: EXTREMELY LONG WALL OF TEXT!
    This guide will contain everything that I've learned since playing the class from version 2.5 up until now. Some parts of it will be based from facts and some will be my own opinion or personal preferences. Feel free to try them all out to find out what will work for you. For you to understand everything that's written on this guide, you will have to be familiar with the game, server and how it works otherwise you might get confused as you read through it.

    I. Gearing up & Costs
    A. Current Best Gear - Obtainable through credits or trades.
    • Armor: Elite Principal Plate Set - 17, 500 credits
    • Accessories: Special Elite Ambassador Corundum Accessory Set - 15, 000 credits
    • Headgear vs Physical Classes: Awakened Ahserion's Helm - 3, 000 credits
    • Headgear vs Magic Classes: Noble Sky / Horned Dragon Emperor's Malevite Glasses - From trades, around 1, 000 - 1, 500 credits at most (not in webshop). There's also the option to craft if yourself but it's hard and I would suggest to just get it via trades.
    • Wings: Wings of the Circle L2 - 4, 500 credits (last time it was on webshop)
    • Primary One-hand Weapon (Extendable): Longtooth Archon Conqueror's Warhammer - 2, 500 credits
    • Primary Two-hand Weapon (Extendable): Lethal Elite Arbiter's Greatsword fused with Elite Arbiter's Greatsword - 2, 500 credits + 3, 500 credits (fuse)
    • Shield: Elite Arbiter's Battle Shield - 3, 500 credits
    • Preferred Godstone on Primary One-hand Weapon: 10% blind - 1, 000 credits
    • Preferred Godstone on Primary Two-hand Weapon (Extendable): 10% silence - 1, 000 credits
    Total Costs: 55, 000 - 55, 500 credits
    Optionals

    • Secondary One-hand Weapon (Extendable): Longtooth Archon Conqueror's Warhammer - 2, 500 credits
    • Secondary Two-hand Weapon (Extendable): Lethal Elite Arbiter's Greatsword fused with Elite Arbiter's Greatsword - 2, 500 credits + 3, 500 credits (fuse)
    • Primary Non-extendable Two-hand Weapon: Elite Arbiter's Greatsword fused wth Elite Arbiter's Greatsword - 3, 500 credits + 3, 500 credits (fuse)
    • Secondary Non-extendable Two-hand Weapon: Elite Arbiter's Greatsword fused wth Elite Arbiter's Greatsword - 3, 500 credits + 3, 500 credits (fuse)
    • Preferred Godstone on Secondary One-hand Weapon: 10% silence - 1, 000 credits
    • Preferred Godstone on Secondary Two-hand Weapon (Extendable): 10% blind - 1, 000 credits
    • Preferred Godstone on Primary Non-extendable Two-hand Weapon: 10 % silence - 1000 credits
    • Preferred Godstone on Secondary Non-extendable Two-hand Weapon: 10 % blind - 1000 credits
    Total Costs: 26, 500 credits

    B. Best Gears obtainable in the game without having to trade other player or without spending credits
    • Armor - Ambassador / Shepherd Plate Set & Fierce Skirmisher Plate Set (for block build)
    • Accessories - Discordant Combat Accessory Set
    • Headgear vs Physical Classes- Fierce Skirmisher's Helm
    • Headgear vs Magic Classes: Noble Sky / Horned Dragon Emperor's Malevite Glasses
    • One-hand Weapon (Extendable): Furious Longtooth / Longtooth Katalium Mace
    • Two-hand Weapon (Extendable): Furious Longtooth / Longtooth Katalium Greatsword fused with Custodian's Claymore
    • Non-extendable Weapon: Sauro Commander's Greatsword fused with Custodian's Claymore
    • Shield: Shepherd's Battle Shield
    • Preferred Godstone on One-hand Weapon: 5% blind
    • Preferred Godstone on Two-hand Weapon (Extendable): 5% silence

    Gearing up Q & A
    1. Why Elite Principal Plate Set over Elite Arbiter's Plate Set?

    - Principal gives block which is useful for templar. They are able to use some attack skills and able to use a damage buff from blocking physical attacks. The same reason is applied why Awakened Ahserion's Helm is on the list and why Battle Shield over Protective Shield, because of the block on the items.

    2. Why Noble Sky / Horned Dragon Emperor's Malevite Glasses against Magical Classes?
    You cannot block magical attacks so the block from the helm won't help you against them. That's the case for now, I believe in 4.8 patch this will be updated and players will be able to block magical attacks too. On the other hand, glasses have 74 Elemental Resist for all attributes, wind, water, earth and fire. For every 10 Elemental Resist, you take 1% less damage from magical attacks with the corresponding element. So for example, if you're suppose to take 8, 000 fire damage from Balaur Seeker it gets deceased by 592 just by wearing the glasses alone because of its 74 Fire Resist which is equivalent to 7.4% less Fire damage taken from magical attacks with fire attribute such as Balaur Seeker. That's a lot more compared to 2.6% PvP defense of the helm which the glasses don't have. That 82 Magic Suppression from helm won't make it better than the glasses. On top of that, there are Elemental Scrolls and buffs that could increase your Elemental Resistance which would make you take even lesser damages from magical attacks.

    3. Why Warhammer over Sword?
    First, warhammer is a 3 strike weapon while sword is 2 strike weapon. This means that for every auto attack, warhammer will strike 3 times and sword will strike 2 times. Second, warhammer has more Magical Accuracy than the sword. This would give you a higher chance of landing your magical attacks such as Magic Smash and Divine Justice and also increases the chance of the skill's effects activating such as stun from Divine Justice or Punishment of Light (Elyos only). It also helps increasing the chances of your physical attack's debuffs to land such as Dazzing Severe Blow's attack speed reduction, Doom Lure/Illusion Chain's movement speed reduction and more. Third, warhammer also has magic boosts and you get more of it by enchanting the weapon while the sword doesn't have any though it's totally useless in PvP since the introduction of Magic Suppression. I have done a lot of test using Magic Smash with warhammer and greatsword. Results have greatsword do more damage than warhammer using the skill. Why? Because even if the warhammer has magic boost, the total amount is way too low even with Empyrean Fury up which makes it easily countered by Magic Suppresion. The PvP Attack you get from greatsword let's you do more damage on this weapon using Magic Smash because unlike Magic Boost, you have a good amount of PvP Attack and it's not countered by Magic Suppression. Lastly, Warhammer has more accuracy than the sword which makes the already easy fight against Scout Classes even easier.

    Warhammer is just over all a better choice than the sword but it doesn't mean that sword is a bad option. It also has its own advantages over warhammer such as having a better Crit Multiplier which means that for every critical attacks you do, it gets multiplied by the sword(2.2) higher than the warhammer(2.0). Sword has higher minimum damage than warhammer. Critical attacks aside, this means that the sword will never do lesser damage than the warhammer but in contrary, the sword will never do higher damager than the warhammer for having a lower maximum damage.

    4. Why extendable for the Primary weapons over non-extendable?

    While the non-extendable weapons do have a better stats than the extendable ones, the 4m-5m range for one-hand extendable weapons and 6m-7m range for two-hand extendable weapons is just way too good to give up for a few higher extra stats the non-extendable offer. The reason behind this is that there is no point of being able to potentially do more damage with non-extendable weapons if you're not going to be able to hit your target at all or you're going to be able to hit them lesser times compared to when using extendable ones. This is specially true in the case one-hand weapons for templar. You are able to use shield attack skills with better range such as Shield Bash, Shield Counter, Swinging Shield Counter and Shieldburst which are all skills that can disable a target. With the limited disable skills templars have, it's very important that you land them when needed.

    5. Why is the preferred godstone for Primary One-hand weapon blind and why silence for Primary Two-hand weapon?
    You're going to be using one-hand weapon and a shield a lot against physical classes, or that's how you're suppose to play templar. Physical classes gets more harm from being blinded than being silenced in most cases. The same logic is applied why silence for primary two-hand weapon. You're going to be using this weapon a lot against magical classes and silenced magical classes can't do anything (if silence is not potted or dispelled) but run while silenced with the exception of cleric's Hallowed Strike and Gunslinger skills.

    6. Why silence godstone for secondary one-hand weapon, blind for secondary two-hand weapon and silence for non-extendable optional two-hand weapon?

    If you're going to have a 1v1 against a physical class, you can maximize your winning chances by having 2 blind weapons on your one-hand and two-hand weapons. The logic is applied if you're going to have a 1v1 against magical ass, you can maximize your winning chances by having 2 silence weapons on your one-hand and two-hand weapons. As for the non-extendable weapon, I pick silence for it because the reason why you would even use this weapon is either for more damage or for more accuracy. Being able to deal a lot of burst damage with it will be complimented by the ability of silence to stop the target from healing, escaping or doing anything that could stop your from bursting. If you put blind on it, chances are blinded physical class target will just run around to kite it off or remove it with potion. If the target will run around, it's going to be hard to hit it with a non-extend weapon. On top of it, both physical and magical classes are affected by silence while blind only affects physical classes alone unless you count being able to bury a debuff against magical classes with blind. It won't hurt to have a blind non-extend weapon but if you ask me, it's not worth it.

    I don't really approve of winning because of the godstone but everyone uses them so yea, whatever.

    II. Manastone builds, Idian options and Stigma Builds (Lumiel only)
    A. Manastones Builds - Priority from left to right
    • VS Ranger / Asassin - Attack/Crit or Crit/Block or Crit/Accuracy
    • VS Gunslinger / Aethertech - Attack/Crit or Crit/Resist Magic
    • VS Songweaver / Spiritmaster / Sorcerer - Attack/Crit or Crit/Resist Magic or Crit/Magical Accuracy
    • VS Cleric / Chanter - Attack/Crit or Crit/Accuracy
    • VS Templar / Gladiator - Attack/Crit or Crit/Block or Crit/Magical Accuracy
    Note: In all these builds, you must have 1000 Crit Strike or above (with greatsword) while the rest is the stat of your choice. If you're going to use accuracy set then do it with a non-extend greatsword otherwise it's pointless, you won't reach enough accuracy for the build to be viable. I will give you an example as for why. A properly block spec cleric/chanter will have 4500 block or even more. Even if you get 4000 accuracy on extendable greatsword, it's completely pointless because the target will still have the maximum cap for block which is 50% (500 more block than your opponent's accuracy). This is even worse on the case fighting another templar as they can get an even higher amount of block with shield stances and they even have buffs that will 100% block your attack regardless of the amount of accuracy you have. As for assassins and ranger, the same thing, they can still have the maximum cap for evasion if you only have 4000 accuracy on your extendable weapon. A parry spec gladiator/chanter, let's not get into it, you get should get the grip by now.

    Using block, accuracy or magic resist builds will require you to slot yellow manastones instead of dual stat manastones to get the viable amount. Magic Resist build only works properly if you use it side by side with Aether Armor. Mixing up 3 stats for your build makes the build less viable so I don't recommend doing that either. For example, mixing up Attack/Crit/Magical Accuracy, this is a 3 stat build.

    B. Idian options
    If I am to put this section short, that would be by saying, go for PvP defense idian, that's it. This stats is not something you can get from manastones unlike the other stat options idian can give. Sure, there are other stats from idians that can't be obtained from manastones such as PvP attack but PvP defense is simply the best option. Why? Because the amount of PvP attack you get from idian is a lot lower compared to the amount of PvP defense you can get from idian. Another reason is we are talking about percentage here and lastly, templar class is more known for it's defense so focus on what your class is good at.

    Plot twist: You can get BOTH PvP Defense and PvP Attack at the same time. Wait, what? WHAT THE FUCK?
    C. Stigma Builds (Lumiel only)
    • Solo PvP Stigma Build Variants
    http://aion.aspirine.su/stigma/#dCnagacfmdBgaBcaBeabgsgfaBddiahg - This one is my favorite solo PvP build. It doesn't have Aether Armor but it has both Punishment and Punishing Thrust. It's what I've been using before I left Lumiel and it worked great because it was also around that time that Shield Counter got fixed.

    http://aion.aspirine.su/stigma/#dCnagacfmdBgaBcaBeabgsgfaBdd - This one has 2 empty slots. Here's the thing, for the first empty slot, pick either Punishing Thrust or Punishment and for the second empty slow, pick either Aether Armor or Stubborn Spirit.

    http://aion.aspirine.su/stigma/#dCnalhcfBddBgaBcaBeatghgiagamd - This one doesn't have Empyrean Fury and instead has Prayer of Resilience. Again, if you noticed, it has 1 empty slow, for that one, you can pick among Aether Armor, Barricade of Steel, Stubborn Spirit, Divine Justice or Terrible Howl.

    • Group PvP Stigma Build Variants
    http://aion.aspirine.su/stigma/#dCnakcvagaBgaBcaBeacfBddhgialhtg - This is my favorite group PvP build. The reason why I took Prayer of Resilience is that so I could last longer to hold my own after casting Bodyguard on my group mate. It's more of a build that is made to outlast your opponents.

    http://aion.aspirine.su/stigma/#dCnakcmdgaBgaBcaBeacfbgsgfa - Again with 2 empty slots. Pick from the following; Punishment, Punishing Thrust, Aether Armor, Inquisitor's Blow, Aether Armor, Terrible Howl and Restoration Sacrifice.

    III. Tips, Tricks & Myths etc.

    A. Things that are known to most templar players
    • Iron Skin and Empyrean Providence don't stack.
    • ALL shield buffs don't stack. Rage and Anti-shock scroll don't stack. Panoply of Protection don't stack with any other shield buffs. When you cast Panoply of Protection to a group member with a shield buff up, they won't get the buff from Panoply of Protection and this includes Iron Skin which is by the definition of the tool tip doesn't count as a shield buff for some reason.
    • Bodyguard don't stack including Spiritmaster's Command Bodyguard and Spirit Substitution so don't go around casting your precious Bodyguard to your Spiritmaster when he have his own up.
    • You can't pull, stumble, knock back, knock down or aerial hold a target in Capture State. You will have to wait until the Capture State is over before you can. Stun is fine so to those templars who always does double pulls in a row or starts casting Shieldburst or Swordstorm after pulling the target, now you know why it didn't work! Wait, what is Capture State? It's the quick debuff you see on the target when you successfully pulled it. It's purple and white colored that looks similar to Doom Lure / Illusion Chains icon.
    • Shieldburst can go thru evasion buffs such Focused Evasion, Illusion and Bulletproof. It will also remove the evasion buff in the process, 1 count of evasion in the case of Illusion.
    • You can use Face Smash with greatsword. Not only will it do more damage, it also saves you the time from having to switch to greatsword and do Break Power to Pitiless Blow during the stumble state that you're target is in.
    • Magic Smash does more damage on greatsword than on mace.
    B. Things that are known to just few templar players
    • Elyos Templar's Divine Chastisement can be resisted and once it does you won't get the block buff from it. It also doesn't stack with Shield of Faith. Asmodian Templar's Chastisement of Darkness can't be used while silenced and can be evaded and when it does, you won't get the shield buff from it.
    • Reroute Power's damage can go thru Nezekan and Zikel's Shield. Cast Reroute Power and auto attack that templar on 4k Shield while you're on Barricade of Steel, works great.
    • Reroute Power being able to go thru 4k DP shield could make some people think it's a magic skill but no, it's not. Magic Boost won't increase it's damage.
    • Determination's stun from gladiator's passive skill can go thru Nezekan and Zikel's Shield
    • You won't get the block buff from Cry of Ridicule unless there's an enemy within 8m radius of you. That enemy can either be an enemy pc, a monster or spiritmaster pet.
    • It's pointless to use Shield of Faith together with Iron Skin or Empyrean Providence. These 2 buffs also counts as 100% chance to block physical attacks so putting Shield of Faith up together with any of those 2 buffs is a waste.
    • Terrible Howl will break when the target is attacked.
    C. Do's & Don'ts!
    • Do not buff Shield of Faith if you're going to use greatsword more than shield in the entire duration anyway, for heaven's sake! It doesn't make you 'parry' attack, it does nothing when you're using greatsword. Use Shield of Faith when your opponent starts using his best damage buffs. A good example is when the gladiator you're fighting starts using Berserking. We've seen a lot of templar popping this buff for no good reason or templar that as we call are "Greatsword of Faith".
    • Using Shield of Faith side by side with Aether Armor works great most of the time. Nothing like getting Ankle Snared with Shield of Faith and the block buff being removed in a second or two with Dual Wield because you don't always have Prayer of Freedom or just simply silenced and no pot to remove it.
    • Without relying in any external buff, the best burst you can do is using Empyrean Fury, Divine Fury, Reroute Power then going to shield stance or using a block buff to proc Courageous Shield then go Ferocious Strike chain into Rage and burst! I do this a lot except than most of the time, I don't really use Reroute Power with them.
    • Speaking of, don't use Reroute power unless you're fighting a magic class or you're fighting another templar with 4k DP shield up. Using the buff just as a finisher is a good and worth it reason too. It's just not worth making yourself take more damage just for it.
    • You can still glide Curse of Roots and Sleep Storm so do it as much as you can. You can no longer glide Fears tho.
    • Make a good use of your Doom Lure and Illusions Chains. You can use them to stop the target from using the chain skill from Remove Shock. Most players who main templars knows this and it's being use a lot to stop Refresh Spirit and Ferocity because good gladiator will stack Berserking and Ferocity and will try to turn the table around in that 8 seconds of madness.
    • Don't complete with a good gladiator when they have Berserking and Ferocity stack together or even worse with a DP buff too (Daevic Fury and Nezekan / Zikel's Blessing). As much as possible kite them off with Barricade of Steel up, use your shield or block buff or fear it with Terrible Howl but if you happen to have your burst attack skills and a Fury up (Divine or Empyrean Fury or better, both) then use them because it's a good chance to burst down a gladiator with all the Physical Defense he has given up.
    • Terrible Howl and Shield Bash are alternative ways to stop a target from using a chain skill from Remove Shock. Do take note that Terrible Howl has very low magical accuracy so it get's resisted a lot. If ever and you really have to use it, do it with Empyrean Fury up.
    • Courageous Shield is a really good buff with very low cool down so use it as much as you can.
    • A good way to counter templar who does stun-pull combination on you is not to use Remove Shock at all unless you're sure that he doesn't have any pull to use or he doesn't have Shield Bash up. Only use Remove Shock on stumble because they can't pull you under stumble state. There's also the option of using an Anti-shock scroll when you know the templar is about to use a stun-pull combination but you have to really use the heal from Refresh Spirit no matter what. They can stun your thru anti-shock scroll but you won't get pulled tho the success chance for this once is really low as the scroll can be easily break.
    • No spamming skills thru Aethertech's mana drain buff. There are only 2 things you should do in this situation, run with Stubborn Spirit up while not attacking at all or use Terrible Howl.
    • Whenever you decide not to pre-pop Unwavering Devotion, make it a habit to use shield stance (preferably Barricade of Steel of Steel Wall defense) right after using Refresh Spirit and do it quick because a CC is most likely to come. Why not Unwavering Devotion? Because silence is a bitch. It might be too late before you noticed that you were silenced and you couldn't use Unwavering Devotion. This is of course given that you were on one-hand weapon and shield the time that your Remove Shock were triggered.
    • In long fights such as templar vs templar/chanter/cleric/songweaver, always go for Payer of Resilience first if you need a heal instead of Empyrean Armor. The reason behind this is that Prayer of Resilience's cooldown is only 3 minutes compared to Empyrean Armor's 6 minutes. This means that you are likely to get back Prayer of Resilience for the 2nd time in 1 fight.
    - END-

    If there's anything you want to add or there's a wrong part on the guide that you've spotted or there's something that I can improve on this guide, please feel free to send me a PM or post here so I can add, change/correct or improve it. As you noticed I didn't add a section that contains what to do against X class that uses Y rotation. It's because I feel like it's not worth it since good players don't always play the same way. I do intend to edit this in the feature and do a thorough rechecking.

    I will try to answer questions that are going to be posted here (if there will be any) or thru PMs.

    I hope it helps! Have fun playing the TEMPLAR!
     
    Last edited: Jul 3, 2015
    Zinkao, Monkeyking, Avalyn and 39 others like this.
  2. Visty

    Visty Brigade General Kalled

    Joined:
    Apr 8, 2013
    Messages:
    773
    Likes Received:
    203
    Trophy Points:
    263
    Location:
    Click Here
    Awesome.. I read and try this now . TY ^^ a really great Help you have here ^^
     
    Zinkao likes this.
  3. Fendi

    Fendi ♔ (っ◔◡◔)っ Forum Legend

    Joined:
    Oct 20, 2012
    Messages:
    1,005
    Likes Received:
    2,748
    Trophy Points:
    413
    Location:
    Hawaii
    Best guide ever. Thank you, sir. :p
     
    Aerozure likes this.
  4. Dan

    Dan Proficient

    Joined:
    Jan 15, 2012
    Messages:
    337
    Likes Received:
    640
    Trophy Points:
    348
    Location:
    T-Dot We The North Baby (0-100)
    Best Templar Guide Universe ^_~ I like this !
     
  5. Orzzzz

    Orzzzz o-o Forum Legend

    Joined:
    Jul 11, 2012
    Messages:
    273
    Likes Received:
    264
    Trophy Points:
    318
    Too long i'm not reading that.
     
    Olivia and vesiinabox like this.
  6. Zatox

    Zatox You're the one who decides who you are. Forum Legend

    Joined:
    Aug 11, 2014
    Messages:
    332
    Likes Received:
    275
    Trophy Points:
    168
    Location:
    オランダ
    Awsome bro!

    Thank you for the guide! :D

    ~ Rating - 12/10 melon's
     
  7. Eyeshielder

    Eyeshielder Well-Known Member Forum Legend

    Joined:
    Aug 1, 2010
    Messages:
    1,998
    Likes Received:
    364
    Trophy Points:
    333
    Location:
    North Carolina
    You got too much time in your head. o.o
     
    Avalyn, QueenSydney and Mae like this.
  8. mynameishmm

    mynameishmm i got robbed!

    Joined:
    Aug 2, 2011
    Messages:
    141
    Likes Received:
    42
    Trophy Points:
    168
    teach me templar !
     
  9. Grrr

    Grrr Highly Damaging Member Forum Legend

    Joined:
    Jun 12, 2011
    Messages:
    3,317
    Likes Received:
    3,363
    Trophy Points:
    463
    Location:
    Pain Train
    There's no magic block in 4.8, templars only get a reflect skill (100% of the incoming skill's damage, if a sorc would hit you with 7k balaur seeker, you get none, he gets 7k reflected to him, shit like that)
    10 ele resist = 7.5% actually

    The 3 strike vs 2/3/4 strike has never meant anything, it doesn't do extra procs on reroute power/blessing of wind, it doesn't remove more evasion stacks or anything. It's only some weirdass excuse for retarded players to say you weaved 50 times between skills. Also (and this is mostly preference) if you are on mace and don't intend to stack any ma, the small difference it has over sword wouldn't be noticeable, neither will the MB. So it ends up being:
    -slower attacks
    -no physical stats (unless using longtooth extend)
    - (this will need testing) arguably less damage, despite the higher base attack , due to sword's multiplier being higher. On high damage skills such as BP, shining slash rng, punishing thrust sword will be much higher.
    No idea why anyone would use mace unless stacking MA (at least on both weapons)

    At first i thought wtf, then i remembered the pvp damage on gs and all. Still isn't this like saying "accuracy increases crit" ?
     
    Razor likes this.
  10. Marz

    Marz Expert

    Joined:
    Jun 27, 2012
    Messages:
    812
    Likes Received:
    416
    Trophy Points:
    283
    Stupid .. magic smash is meant to be used on mace.. the more mb the more dmg
     
  11. Grrr

    Grrr Highly Damaging Member Forum Legend

    Joined:
    Jun 12, 2011
    Messages:
    3,317
    Likes Received:
    3,363
    Trophy Points:
    463
    Location:
    Pain Train
    Learn to read.
     
  12. Bard

    Bard R E T I R E D

    Joined:
    Sep 19, 2014
    Messages:
    580
    Likes Received:
    123
    Trophy Points:
    263
    Location:
    Denpasar Moon
    nice and i'll try now in my templar. thanks;)
     
  13. cocosul

    cocosul Guest

    i dont play templar but i like the part from guide where u say that u need 2'3 k euro 1st of all:D
     
    Olivia likes this.
  14. Marz

    Marz Expert

    Joined:
    Jun 27, 2012
    Messages:
    812
    Likes Received:
    416
    Trophy Points:
    283
    I did, he was just saying magic smash is usless since magic suppression has been implemented.. but why the fk would u use a gs over mace when mace has more mb than a gs for magic smash.
     
  15. Treise

    Treise Proficient

    Joined:
    Nov 19, 2011
    Messages:
    212
    Likes Received:
    253
    Trophy Points:
    318
    Location:
    Pittsburgh
    Matches the current state of game and metagame.

    Good guide!
     
  16. Frix

    Frix 고독한 Forum Legend

    Joined:
    Apr 1, 2012
    Messages:
    1,130
    Likes Received:
    1,423
    Trophy Points:
    368
    Location:
    폴란드
    sigh.
     
  17. cocosul

    cocosul Guest

    i think bcs gs have a lot more pvp %
     
  18. Treise

    Treise Proficient

    Joined:
    Nov 19, 2011
    Messages:
    212
    Likes Received:
    253
    Trophy Points:
    318
    Location:
    Pittsburgh
    Dear Sensational aka "Forgotten" now is it? I can smell your dumbassery from a mile away. You call people "Trash" instead of "Basura" now, so I guess you changed your nonsense speak a bit.

    Theres such a thing as PvP offense stat on the common greatsword and no such stat on the FLT Mace. But seeing as you are fully EArb and New acc +5 and all, you probably have the LA Mace!
     
  19. Grrr

    Grrr Highly Damaging Member Forum Legend

    Joined:
    Jun 12, 2011
    Messages:
    3,317
    Likes Received:
    3,363
    Trophy Points:
    463
    Location:
    Pain Train
    Because the magic suppression on any non-shit set COMPLETELY counters the mb from mace, making it like 0, while the pvp damage on greatsword is higher than the one on mace.

    Jesus fucking christ, did your parents repeatedly bash your head against a wall to make you so retarded? Now that i remembered who you are, there's no need to answer that question, i'm pretty sure they did.
     
    Kyungmi likes this.
  20. Treise

    Treise Proficient

    Joined:
    Nov 19, 2011
    Messages:
    212
    Likes Received:
    253
    Trophy Points:
    318
    Location:
    Pittsburgh
    As far as setups go, I think listing "goal stats" should be good, just listing what is the ideal stat.

    for example, my Templar have (with standard Principle and Shep Acc)
    1600 MAcc all weapons - mace (silence), ext gs (silence), nonext gs(blind). With Empyrean Fury = 1800 MAcc.
    1030 crit on both ext gs + nonext gs
    1000 attack 3600 accuracy on nonext gs
    3600 Block on shield set
    2300 MR. With Aether Armor = 3100 MR.

    Minimum Accuracy required for Templar: 2900, max possible accuracy with good crit on Extendable (using some yellow acc's): 3800

    what about some videos for the templar vs whatever :D
     
    Last edited: Mar 15, 2015
    Louy likes this.

Share This Page