PVP Theory Craft - Long/Detailed
Y I know I was excited until I went home and played and then read the requirements. So maybe it would be prudent to spec a few points into crit at the cost of damage for the proc... Ill have to rework that tonight.
Other then that issue, what are your thoughts on that build I linked? EDIT: Something like this for the +crit chance, I think a few changes could be made to it to min/max better Crit Glacial Hammer PVP Last edited by clinx1337#2884 on Jul 24, 2012, 2:21:56 PM
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My main problem is that all 111 points are used :P I think that with the current available content 80 should still be achievable, but i am not sure how many more...
Since even after release there shouldn't be any 111 point builds - so the problem is: what to drop to come into the 80-90 points range.... (btw just a tiny little min-max -> you can drop the 2 +fire resistance nodes and take 1 strenght node (beside Heart of the warrior) near Diamond skin) EDIT: after playing a bit around with your build i came to the conclusion - to get it down to less points you have to decide between that stuff neat the maurader start point (the life and armor area + the strong arm melee area); the ice damage near the Templar start pint and the huge Shield circle near the Templar (so IMHO you could get one of those and drop almost everything in the other 2; or get 2 of those partly and drop only one area compleatly) EDIT2: here is an example of what i mean: Link - i dropped some stuff near the Marauder and more than half around the cold damage and the whole shield circle - as i said its your decision which of those passives are the most important for you (i also dropped a few 'minor' nodes elsewhere) :) (and i'm not even sure if those 90 points are achievable, but they are batter than 111 ;)) Proud 5th duelist in the Jul 1 2012 Ladder Race and in the Nov 3 2012 Solo Turbo Race :D And even prouder 4th Templar in the Nov 10 Four-hour Party Hardcore Race :P Current OB success: top 20 Ranger in 105 Minute Turbo Solo (S4E9) Last edited by Sony_Black#0112 on Jul 25, 2012, 12:58:16 PM
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Okay, so something that I've been thinking about for Templar PvP...Should we bother with Cold Damage/Freeze as our back bone, because many of the flasks that I find have dispel chill/freeze on them. I think this will be the bane of Templars in PvP.
I have a feeling that our best option might be going for dual-element focus, specifically fire and lightning, because while freeze/chill is good, it is very easily countered by flasks, ignite and shock not so much. Also, do you think that more caster-focused templars are viable for PvP? Why or why not? Stay awhile and listen...
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--still reading through the post but has anyone considered 'static blows'&'chance to shock' nodes (northward near minion instability) combined with Resolute and say Lightning Strike? Good to see this thread Clinx, Hazah!!
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Sony yeah I get what you are saying and I know the "cap" is really about lvl 80... I always like to have an end game plan to shoot for.
Id like to go more defense oriented since there are no healers in this game it seems that health regen/survivability will be very key in this game. Based on the youtube vids, if you get two teams of 3 ppl to meet up and battle, the ability to take alot of blows and live makes other players FF on your teammates leaving you to do what you want. I also think 1v1, health regen and high survivability are going to be key. I was trying to think of a way to play a 2H build but from my experience its just too squishy... I thought about dual elements but since lightning strike is so strong PVE, there will be alot of players considering going that route, Maybe high fire damage with high chance to ignite would be good, but it doesnt take glacial hammers proc (which for a defensive templar is almost necessary) into the equation.. I really like the health regen nodes from the Mar side.. combined with ES and say ice wall, you can make a speedy recovery there and let you health tick back to full no problem. The other thing I was considering was making a melee caster somehow. So being a tank that basically uses spells to do damage, Hadnt decided which element but fire seems like maybe a good choice. For this though you cant get the HP regen stuff since youd go more INT based... Thoughts? I am trying to consider the "most common" PVE builds for each class and then find a build/play style for a Templar that will counter that well... I want this character to specialize in PVP primarily... (Thinking of Runsecape Wildy here for those who know what I am talking about) |
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interesting idea of the melee caster, however I'm not sure how well it'll play out. I feel like it's spreading ones chips too thin. Maybe melee-focused with a lot of added elemental damage with Scepter + shield? Pick up Anger, Hatred and Wrath auras or something...Or we could just try theory crafting way in the outfield and look at builds like the Bow Templar or killing with molten shield and tempest shield or totem builds.
Stay awhile and listen...
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Ya I thought about tempest shield/molten shell but it only works against melee in PVP... Seems Casters could easily dominate that build.
I was doing some research around trying to go glacial hammer since I really think Shatter is going to be the way to go... I was thinking, couldnt you use ice nova or ice spear to obtain the "frozen" effect or w.e causes the "shatter" to take place? Or does that really only come from the crit on the mace? It seems to me that maces require more hybrid str/int base so it would be more feesible to then spec down the Mar side and get the HP regen etc I outlines above. I messed around with a Mar build and I just think the Templar has some pretty big advantages. Im not sure exactly how necessary hex master is after thinging about it. Sure it helps constantly casting it, however, get a few increased duration side gems and you dont have the problem and I dont know if its worth the points when you could get something else? I keep coming back to glacial hammer pvp for templar being one of the best builds in the game... If you can get that effect via ice nova, you can maybe pick up "always hit" node in Mar tree making you own Dex users. Elemental dmg is good against armor users and health regen is good against casters cause you can LOS and get up close... ? |
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I don't like the idea of relying on Glacial Hammer's Frozen shatter effect because there are flasks which dispels freeze, which will kill this build.
I like the idea of having shock and ignite for extra damage, and I doubt many people will be getting resistance flasks for those elements, I know I plan to get at least one flask which dispels freeze for myself. I agree that hex master is not needed, if you really want to have your curses up, just attach totem support gem and + duration. Also, I think Scepter would be better for us than hammers because I feel that we want as much elemental bonus (especially weapon elemental damage nodes and support gems) Stay awhile and listen...
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ISO BETA KEY ! xD
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" Good points... So back to lightning strike it is! I think it would be prudent then to spec more into lightning damage specifically over going physical damage boost. I still think it worth while to get the HP regen nodes, and block chance nodes... Thinking this for max build, Ill have to tweak it for say lvl 80 play obviously... But this would be semi ideal? Thor Last edited by clinx1337#2884 on Jul 31, 2012, 6:49:31 PM
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