View Full Version : Interrupts, Templar strategies.
Griffona
09-20-2005, 05:57 PM
After playing a week and reading the posts regarding interrupts, I thought I'd point out a couple tips I've found. Our new spell line up includes pacify effects, two of which work well in battle. I found the full effect of these spells last night while soloing for the first time since lvl 20, (am now 4<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> Examine Carefully <ul> <li>Sign of Debility</li> </ul> <ul> <li>Condemning Smite line of nukes (the line that DOESN'T do bonus Undead damage)</li> </ul> Pacify is like a mezz, It can't cast and it can't melee attack. It CAN move. When soloing a group, I would do the following <ol> <li>AoE nuke to open</li> <li>Sign up Debility 1 Mob, then swicth to another. This reduce my rate of interrupts for 12 seconds, because 1 less mob was bashing on me.</li> <li>Open HO</li> <li>Nuke With Undead bonus damage line</li> <li>Nuke with Condemning Smite line (which then pacifies the target for 3 seconds ( allowing me to cast another spell with smaller chance of interrupt.)</li> </ol> This was my first experience purposefully utilzing the pacify effect of the Condemning Smite line, it made a noticable difference in the interrupt rate of my combat. I've also used sign of debility many times in group combat since the changes. the 12 second reprieve can help give you time to get your tank back up. (Don't cast it on the tanks target, he'll break it with the first swing of his weapon. I frequently use Prostrate (lvl 39 stun) in group battle, mine is Adept I. I find that hte 5.5 second Stun isn't as helpful solo, due to the high power consumption, but in group encounters vs ^^^ heroic mobs 4-7 lvls higher than the group, the 5.5 second reprieve is VERY helpful. I hope this helps shed some light on the new pacify tools sony has handed the Templars. <div></div>
Great post Griffonage. I'm glad to see that I'm not the only who is enjoying the pacify spells. I hope your post helps others to enjoy them as well. Not only do they put a curb on the interruptions, they just seem to come in handy alot for me while solo or grouping. This may not be the BEST utility they could have given Templars, but I think it is just as much of a utility spell as evac, and even more useful IMO.
xyriel
09-20-2005, 06:16 PM
<P>Actualy, try :</P> <P> </P> <P>- Start combat wheel<BR>- Start comdemning spell<BR>- When casting starts, turn off auto attack<BR>- When the spell hits, cast other DD (usually reproving smite)<BR>- When casting starts, turn on auto attack</P> <P> </P> <P>Why? Because while you complete your combat wheel, you won't get attack with the 3 second pacify of the 1st DD. Lowered the dammage I received a lot. Tried to have it made adept 3 but the pacify is still 3 seconds :smileymad: </P> <DIV>And pacify is a GREAT spell while soloing. Additionnal adds can (god knows there's a lot in DoF) can be "parked" while you finish your first target. Also great when you try to run away from a fight (pacified a lot of sharks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> )</DIV>
Spite
09-20-2005, 07:33 PM
<DIV>This tactic is basically flawed in the conception. Because you can get off one HO using it but then you have an unmezz/pacified mob. you have detailed a strategy on how to complete your first HO only. Also if there is more than one mob in an encounter it also breaks this method.</DIV>
Griffona
09-20-2005, 07:52 PM
Are you referring my my strategy? My outline is one you can repeat, so its not limited to your first HO. Additionally, multi mob encounters don't really matter, as long as your not attacking the sign of debility pacified mob. he won't break. In a multi mob encounter, If you use your nuke pacify, and immediatly start casting, you get a 3 second (one spell) reprieve from that particular mob, which in turn will reduce the rate of interrupt. This whole game is about sublte improvements and advantages. I'm just outlining how to use Pacify effects to combat interrupts. <div></div>
kaldainbloodstorm
09-20-2005, 11:10 PM
<P>Hiya, </P> <P>Actually I use this for me and it work well</P> <P>Solo encounter</P> <P>cast petrfiy on mob</P> <P>cast mark of kings ( lower resistanse to divine magic )</P> <P>cast armor decrease spell</P> <P>cast warring faith and start auto attack</P> <P>start heroic</P> <P>cast condeming smite</P> <P>cast strike spell</P> <P>cast reactive heal</P> <P>start heroic</P> <P>cast condeming smite</P> <P>cast strike spell</P> <P>cast DOT spell</P> <P>repeat</P> <P> </P> <P>with multi encounters same process but i start with the petrify switch to another mob and cast mark then start my chain. Try it you may or may not like it but I find that i dont not have alot of waiting in between spells this way</P> <P>Kaldain</P> <P>50 Templar Faydark</P>
kenji
09-21-2005, 07:13 AM
<P>if u have tested carefully, the HO dmg will break paci... so u shouldnt use paci smite to finish HO.</P> <P>other than that i mostly agree.</P>
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