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View Full Version : Templar spells breakdown


the_snare
02-06-2011, 02:23 AM
<p>I've been trying to get someone to help with pvp and general playing a templar. You can see I posted a few logs of my deaths, but it seems no one can give me any specific info. I had someone say "You should heal" Well, yes I know that, but I wanted something more specific, not so general like that. What I was hoping for is someone to quote parts of it and say what I should have here, there and here- the different parts I quote. Here'd I'd like to over the Templar spells, and perhaps how I could use them in a fight- strategies. As as well some other non-combat spells/abilities</p><p>1. Inflict damage spells: Divine Strike, Divine Smite, Blaze Of Faith, these are pretty straightforward. They just do plain divine damage immediately after they are cast. A good strategy is to use divine providence to start a heroic opportunity, click divine strike, now you can use divine Strike to extra effect. Even better, use Master's Smite instead. For Templars it inflicts divine damage as well, and quite a bit more than Divine Strike. Only thing is you must have completed the Lore and Legend quest for the creature you want to damage. Blaze of Faith, pretty much just the same the others. The only thing is it is NOT variable like Divine Smite and Divine Strike. If it isn't resisted it inflicts a fixed amount of damage. This is perfectly good to use while you are waiting for D Smite and D Strike to recharge. And, finally, there is quickie damage spell of Wrath. It's quick casting and low power, just longer to charge</p><p>Does anyone use Heroic Opportunity in concert, I use them while I'm alone, but I've never had groupies say "Ok, let's get ready to our HO's together guys!" They seem like they'd be worth it, but no one does it.</p><p>3. Damage of Over Spells: Warring Dieties and Smite Wrath: These do some damage immediately and over time. I try to mix these in with my immediate damage spells and let them do thier thing while I continue to fight with other spells/abilities and my weapon.</p><p>4. Immediate Heal Spells: Restoration, Meliorate, Word of Redemption. There are also pretty straightforward.  There's also focused intervention which is a more powerful heal, but you can't do anything else while you are using it. I haven't used it, but it sure as hell better be good for that drawback. They immediately heal you. Restoration is the most powerful. Meliorate is quicker, but less powerful. Word of Redemption hits your whole group (but do they all get the amount the spell heals for, or is it divided amongst all group members?</p><p>4.5 Enemy heals you spells: Healing Fate, Involuntary Gift: Pretty good heals. Provided you can actually get the requirement. Healing Fate doesn't specify what it needs to go off, just that it will trigger on average 4 times per minute.</p><p>5. Reactive Heals: Vital Intercession, Holy intercession. They heal you after you have been hit, thus reversing some or all of the damage. There are also the freebie quick spells which heal, but take longer to recast, such as Beneficence and Radiance. I'm guessing these are really for Emergency Situations when you are  about to kick it, and need a quick heal.</p><p>6. Debuff Spells: Rebuke and Mark of Divinity: They pretty much reduce mitigation against either physical (Rebuke) or Divine (Mark of Divinity) damage. I try to use them. I notice it doesn't really make a world, or even a noticeable difference. I'm guessing the thing that really makes them shine is when you are a group, cast it on a mob, or pvpers and then once your groupmates start piling on the damage it will do a lot more than without it. Doesn't seem to do a lot while you are soloing however. Mark of Divinity's chance of healing you is not big whoopie, a little healing 8 times. So what?</p><p>7. Protection/Mitigation/Buff Spells: Holy Armor, Aegolism, Unyielding Benediction, Virtue Symbol of Marzin. One gives you extra physical mitigation. One gives you more Hit points, one gives you a small chance of negating a single attack, one increases your strength, and one gives you more mitigation against arcane damage and a little more health. Some of the numbers look kind of impressive. But, again I don't really notice much of a difference.</p><p>8. Stuns, stifles, dazes, etc: Awestruck, Harmony, Sooth, Sign of Pacification: Now, I'm guessing this is something I could really take advantage of. I'm just needing strategies to go with it. Awestruck Stuns the Target, Harmony dazes perhaps several targets, Soothe reduces an unspecified amount of awareness and Sign of Pacification Also dazes. Note that there are several definitions of things which prevent an enemy from moving or acting. It would help to get clarification, there's stun, stifle, daze, mesmerize. Anyway, only two of them daze. When someone is dazes will damaging them break the daze. I can see this is good for running away, getting a head start, but what else can you use them for besides that. You don't really need to use it in order to use a Divine Strike or Smite on them if you have steadfast, what else? By the way, are awareness, hate and aggro all words for the same thing? I know basically what it is. Almost every action increases the hate of the mob you are attacking, and he who has the most hate will become the new target, but why have so many words for the same thing, why couldn't they just call it one of them and leave it at that?</p><p>9. Temporary Buff Spells. Reverence, Santuary, Shield of Faith, Holy Salvation. All of these really aren't that bad. They are just temporary and you must learn to time them right. I should set up a macro that would cast several. Holy Salvation is nice for a quick resurrect. Do any of you use it purely for the mitigation however? It will have to be one or the other. If the mitigation saves you and you stay alive past the timer, it will expire and you can forget about the resurrect because you won't die.</p><p>10. Divine Arbitration: I've never used this, but I can see where it would some people both happy and unhappy. A groupie who is low on hitpoints and gets a boost will like it, but certainly not a tank who gets a lot of his hitpoints taken away to balance someone else's.</p><p>11. Cure spells. My templar is level 69 and has cure and devoted resolve. What exactly does cure X amount of levels of debuff's mean, and I know they don't work on poison.</p><p>12. Unswerving Hammer- for some reason I can't get it to attack sometimes. I select the enemy and tell it to. How useful do you find it? Since it's temporary, it should be good and inflict a good amount/have some good use. I've heard it's good for kiters/scouts.</p><p>13. Non-Combat spells. Summon food and water: I really wish I didn't have this and had something else instead. The food is temporary, which in this case means as soon as you log out it goes poof, and a 1st level crafter can make food from tier 1 mats which doesn't. Not to mention food is usually dirt cheap or the Broker and Merchants. Water Respite- not bad for breathing underwater, would like something that would give me fish vision too. Odyssey, too bad this can't be cast during combat, would make a good evac.</p><p>I think really the thing is, with a Templar, it's putting pieces together. Almost none of these it seems is good on it's own, you need to put them together to get a good result.</p>