Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hybrids are the new meta (130k+), you barely hit as much with pure builds yet (usually 100-120k). Also daggers are meta for a long time for Magicka chars now and they do provide more damage than destruction staffs. Especially on a templar where you are somehow forced to stay in melee, this is the ultimative best option.
While a restoration staff back bar on a damage dealer is complete nonsense and one of the most unoptimal things someone could do! Especially on a templar this makes no sense at all, because the templar has a strong class burst heal and as a damage dealer you don't need more than that and usually you even don't need that (especially on a Magicka templar)!
Even for soloing stuff this makes no sense on a templar, because of great class skills and buffs, which would become redundant on a templar.
To op:
Of this 2 choices, templar is the easier one, basically because you have a single skill that does everything and it's usually enough to spam this single skill to beat all the easy content. But dragon knights (at least) right now are the stronger ones, except if you plan to be a healer then dragon knights are still worse than any other class.
And yes the skills scale from the highest stat. Be it Max Stam or Max Magicka, Spell Critical or Weapon Critical, Weapon or Spell Damage. Always the higher stat matters. You even can have a mix of higher stats like higher Weapon Damage and higher Spell Critical (important to know because of minor buffs and potions, because they arent hybridized yet).
But there are some exceptions, mostly shields.
Templars have all they need in one skill. It make them versatile and easy, but also a little boring.
but - that class can do so much more then just spam that punkturing strikes. i dont use it and have better dmg and heal as solo, then alot of others.
and im realy just an relaxed evening player, dont do dummys or a strickt rota.
dont care about meta, just enjoy the game - but sure, everyone has an own opinion.
edit:
corrected the name of the skill i DONT use ;)
We write about "Puncturing Sweep ", not about " Piercing Javelin".
DKs were built around DoT. It is part of their class identity. Hybridization opened access to more DoT for them.
A lot of magicka DDs changed maelstrom destro fire staff for Merciless Charge sword and use "Stampede" and "Carve" now. Both are skills with DoT plus DoT from Merciless Charge sword.
It is beneficial for all classes, if properly done, but class alredy builded around DoT as DK benefits more.
I tried it (hybridization) with my sorcerer, but it demands too different approach from my previous style. I did it with my DK then and it was so fitting the way DK is played.
sure, my bad, thats what i meant. corrected that now.
a skill that pierces the enemy 4 times and heals you while doing dmg.
still, one boring and also not very effective way to play a templar. i see many use it and fail then, especialy in dungeons and mobs, where other templar skills work much better.
but everyone says, thats all what templars can do.
i say thats wrong, use the skills the templar has and be an aoe mob killer with huge dot heals.
i can do nearly anything solo (no, not ALL), may not have 100k dps, but i stay alive till the boss is down.
Also its not all what templars can do, its all what templars have at least to do.
Btw. a Damage Dealer have to deal primarily damage, not something else like healing...
doing dmg and getting healed in one skill.
and also a beginner is more focused on solo, later when they understand (not just copy) they can be a damage dealer ^^ and realy, that is defenitly not a skill the templar MUST use.
but again, there is only one way to play for alot of people (called meta), and if you do other things successfull, you get blamed for missing a few dps (or using a heal as templar ^^)
done, im out here!
sry for disturbing your advices for a beginner.
For soloing everything is fine, what someone thinks is fun.
But saying that the strongest skill of the templar toolkit isnt effective, is just wrong, it is. Still its more effective to use other skills, too. But not using that skill completely makes the templar for sure ineffective in the end.
Also you were specifically mentioning group play and here it isnt a good advice, to advice a damage dealer to fulfill stuff of other roles, especially not to a beginner, it wont do anything good if the damage dealer starts healing instead of dealing damage or do you think a healer will start dealing damage when you heal instead of dealing damage or that you can kill a boss with healing?
I wouldnt recommend to go for hybrid roles / builds (especially not to a beginner), except if you find a group which wants to do specifically something like that or you still can fulfill your main role, because in random groups people will expected that other people fulfill the role they signed for and nothing else. If they dont, it might end in a non functional group, wipes, a break up of the whole run or even make you being kicked.
The thing is that I did hybrid roles myself (successfully) and have seen it doint others, too. But much more I have seen trying people to do multiple role and failing at any of them for example healers who dont give sustain and almost no healing, tanks who fall like flees or dont taunt, damage dealers who do almost no damage (less than a companion...), especially this is very very very common and in most cases its because the damage dealers tries to be a tanky healing damage dealers who does absolute nothing right and is barely more useful than a companion.
But I get what you are saying that many people who jab all day might end up dead quickly. I think one of the main problems is that templars are melee and you tend to fall in melee range more quickly.
Another beginner friendly class (even missing an easy to use class spammable for beginners) is the sorcerer, because he can fight from distance without loosing much effectiveness and has pets. For solo play the Sorcerer also has CC to keep enemy on distance and strong self heal or shield capabilities.
that particular skill is for me (personaly) difficult to weave, bc of its execution time. my build relys on weaving though, with the weapon dmg enchant and the marking proc from spell strategist set.
i have a offensive front bar (inferno staff) and defensive back bar (healstaff), and without changes i often help people in dungeons, if im asked (yes, also vet. but i admit, not too great in trials).
there i experienced quite some times, to be lms (last man standing), and have to take down the boss alone. NP
distance is maybe relative, but i wouldnt say im a melee range char. i do circle my heal field and aoes though (to keep the enemys inside).
to me - the strong side of the templar - its aoes and dots in mobs. and the safty heal if the healer fails or your soloing anything.
so - as far as i see, we can aggree, there is more to a templar then JABS.
of course, depending on what contend you play, and if you want to compete or just relax in the evening.
true, a sorc is a great class too, just some more attention needed. but strong and good shielded.
so many ways to play this, if we just try out and discover new ways
no bad feelings all ^^ im just one guy with his own opinion.
stay save and have fun