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Disoiriented means they can't use skills. Their counterattack is a skill. :P
Even so, I love the templar, but t3 blades should ignore up too 5 armor at the very least. They are after all psionic blades. This would instantly make them usefull for lategame as well.
I must agree. Because they should be able phase-out from our dimensions only to phase-in to our dimension right into enemy without actually having to "cut" through that armor.
Reaper can kill even ruler or sectopod in one turn.
Majority of classes has multiple attacks (skirmisher by defaul or even more with battlelord, grenadier chain shot, ranger rapid fire, sniper with his pistol) Also all of them has some way how to deal with enemy armor (templar not). never reason why value Amplify and Aftershock bonus over rupture and holo(that is used together with shredding as opener!).
As finisher? Maybe, but ranger or sniper with serial do the same job (also note neither reaper or bladestorm is defualt skill of tempalr and you need be lucky to have them)
Maybe soemone has use for conjure cover from nothing but I never used it.
Probably only class behind templar in combat effectivness (damage output) is specialist - but he has majority of other utility skills. Onyl reason I would ever consider take templar late game on legend with me is Invert and Void conduct - but I woudl hardly mark him as "god" for it.
PS: Of course it is no-brainer take him against chosen if he or she ahs vurneability to templar..
Right at the start on Legend they can one shot troopers, or two shot officers; so thats nice damage. However being melee reliant means they will often pull extra pods. Since they cant one shot anything that isnt a sectoid or basic trooper that makes them more of a liability then an asset.
They get some great abilities later on, but take a long time to get there. Unlike the Reaper who is in a similar boat they dont provide extra vision.
Bladestorm is great on a Templar, and Reaper pretty usefull too. But both are random abilities so you might get neither. Without them your Templar will suck for most of the game. (Reapers have a similar issue with Tactical Rigging and Deadeye)
why would you fight a sectopod with just a templar and some other guy? If a sectopod is on the field you want atleast 4 members of your party to be concentrated on them. And it's just a waste of a Templar to have them go into melee on something that they won't kill in their rend immediately unless you can use their momentum to move to good cover or that's the only enemy in sight in which parry will solve everything. Also if you're lucky enough for your Templar to have the reaper mode skill its GG
With Bladestorm you can effectively count that as 2 attacks, because the target will get hit again with Bladestorm before it does anything. 2 Attacks with 0 cooldown is superior to Chain shot, Rapid Fire (in WOTC) and Fan Fire. If you get Bladestorm early all Lost missions are trivial because he will mow down everyone who isn't Lost Brute.
At Colonel there's Ghost and Ionic Storm, which does 12-18 at 3 Focus and restores Focus on kills, which is not hard to do with that kind of damage and huge AoE. It also ignores armor as does all PSI damage.
There's also skill that drops PSI loot which greatly helps to build or rebuild 3 Focus even if you don't kill with Rend.
Amplify is very good vs Chosen and Rulers and it stacks with Rupture.
My Sniper, my Grenadier, my Reaper and my Skirmisher would like to have a word with you...
You know, even my Psi-Op and my Specialist are having decent options to kill enemies in one turn. Psi-Op with Void-Rift and Insanitycombo can kill Lategame Stunlancers and Troopers, aswell as Sectoids and Vipers, even if they dont deal the killing blow, getting Rupture on a whole Pod of Mutons or on 2 Archons is way more helpfull than a Rend with Parry... Dominate an Andromedon and you have not just taken out a very deadly opponent, but also gained a very effective tank for the rest of the whole mission.
As a specialist use the skilljack and Instakill all the dumb Shieldbearers in sight, before they can provide 5 additional blocks of health to everyone. Arguably, not better than Rend + Parry or an additional move after attacking, specially as Skulljacking can fail. Still, its a Onehitter that ignores armor and hitpoints.
On every other class I can put a variety of Attechments on the guns to get a significant boost to that classes power. Give your Ranger more crit, your Sniper and Grenadier more Accuracy (always give Grenadiers Scopes, its soooo good combined with Holotargetting and Chainshot! Put on Bluescreenrounds and you can deal up to 40 Damage against a Sectopod in one turn! Do that with a Templar...), you can get up to a 20% Instakillchance on each gun with Repeaters, gain additional attacks and moves with Hairtriggers and clear whole pods with a single ranger... Now, the Templar? Cant put anything on him, even with the improved armor you are confined to one Item.... Why??? He does not really offer that much utility compared to a Psi-Op or a Specialist, and even they can bring 2 itrems with upgraded armor!
So all in all... the Templars Damage is lacking behind other classes, his utility is lacking behind other classes (yes, invert is nice, but honestly, its more fluff than substantional, it does not offer the same level of combatsolution as for example Run+Gun offers for the Ranger; specially as Invert ends your turn, so you cant even attack from your new position...), the possible Items and Augmentations are more limited than other classes, the number of possible attacks are lacking behind every other class.... So...what exactly is the Templar superior as? As a tank? Because of multiple parry and possible damagereflection? Maybe... But I prefer a playstyle were enemies dont get a chance to shoot me, because I kill them before its their turn. And if there is too much to handle in one turn, I can even the odds with Stasis, Mimicbeacons, Desorientation, Freezing, Hacking a Turrot or Bot (as they dont have cover, enemies will prefer to shoot them), Miindcontrolling something that actually does not die from a few shots (Andromedon, highlvl Captain with high dodge or something like that).... Well, all in all, I must say the templar seems to be the weakest class at the moment. Would love to see them buffed, as I really like the fluff they bring with them and I still play them and take them on missions. Im just aware of how limiting it is to do so.
Okay, I see how Bladestorm does make a difference for the templar, specially early - midgame. Too bad its a Rangerskill... I got only Sniperskills as Xcom-Skills on my Templar, and with his below average aim, Quickshot is not that good on him.
12-18 AOE Dmg is decent, I agree. However, once you have colones you can deal a lot more damage with one Soldier in one turn. My Ranger just killed the Assassin almost all by himself, flankingshot with a plasmashotgon and 90% critchance, rapidfire dealt almost 40 dmg, than his BFF gave him an additional attack... Assassin dead.
The Psi-Loot is actually pretty annoying, if the same enemy drops regular loot, you wont see it, because its colorcoded as psi-loot. Had ppl pick up loot when entering the Psilootarea who were not Templars a few times now. Wonder how much actual Loot I missed, because I ignored the gazillions psiloots loitering around (I have the Lost World Dark Event active and it wont stop spawning hordes...).
To be fair, put an extended Magazine on a Sniper and you will never have trouble with Losthordes. At my current game I encounter them on every single mission for 3 months now, they get really annyoing, as they simply do not provide any interesting or challenging combatsituation and do not really require any tactic or strategy to counter other than counting healthbars... I am annoyed by this to the point, that I actually think about simply erasing this darkevent out of the .inifile, so that I never ever see it again...
However; as far as I see it, there seems to be a solution to the powerdeficiancy in templars... Give them Bladestorm as classspecific skill or something similar. The Skirmisher gets the same with other name for his claw too, so I dont see why that shouldnt be possible.
Might ask for someone to make a mod for this.... I think that Pillar is a good skill to replace, as its completly useless and no one with an intact mind will ever take it.
Agree with it ignoring armor. I'm guessing it won't take long to mod it in.
Well Pillar in its current state is indeed useless but if they removed Focus cost and turn limit + made it working only for your units it would be pretty decent.
To each their own I find them pretty good kind of regret not getting them in my campaign sooner I actully dislike the skirmishers and reapers are my cup of tea always loved stealth an entire class built on it yes please.