PVP Theory Craft - Long/Detailed

I see 3 major problems with this build.
1) It focuses on one element, which is something I feel must be avoided because it can be easily countered.
2) You're focusing on Lightning, but getting Elemental Equilibrium. That's not going to do you any good since it'll just add +25% resist to lightning, then your attacks are less effective it you're focusing on one element.
3) Resolute Technique is a skill which is better for melee-focused frost templars, but any other element is just hurt too much by it. What good is lightning damage without a chance to crit? Better off just grabbing some more accuracy and taking advantage of that 40% damage from crit.
I say it's better for frost templars because chill doesn't require crits, lightning damage has no such effect.
Templar is going to be the hardest class to optimize for PvP.
Stay awhile and listen...
/free bump

To offer my two cents,
I've been doing Templar pvp theory crafting, and I have a few comments on your ideas.

1- You spent alot of points on +lightning damage nodes. This is certainly sensible, but keep in mind that any points that boost phyical damage will boost the lightning damage of lightning strike as well, as well as any damage from hatred, added fire damage support, etc.

2-I'd grab the curse passives. I think they'll make a huge difference, especially with the extra curse boots. I'll personally be using temporal chains, critical weakness, and elemental weakness, and they can really combine to produce staggering affects. For example, critical and ele weakness alone give a 25% chance to burn or shock, and the duration is doubled by temporal chains. This works perfectly with the shock and burn passives.

3- I agree that Resolute technique probably isn't worth it. If you pass on it, you can use critical weakness to great effect. Heck, with just that curse and the critical damage support, you can get a 450% critical multiplier and a 15% chance to crit.

4- Use swords. I won't be entering the arena without em.
-whirling blades will be invaluable for crossing frostwall, avoiding spells, etc.
-Viper Strike will be very potent against non CI users. And with the duration support, the three passives near the templar, and temporal chains, it can last 30-40 seconds.
-Puncture will be similarly useful against CI users. You can get it to last approximately 15 seconds, during which time you can regen nearly half your health, and he is helplessly unable to regen at all. If you keep him punctured, there is almost no way you can lose, as his health is finite, and yours is ever regenerating.
-The Sword block penetration will give a tremendous ammount of dps for only three points.

I would focus on stacking shock charges. The 20% chance to shock passives are an excellent start, throw in the two curses and youre going on 50. And as long as he's shocked, further shocks deal more damage, hence last longer, etc. It shouldnt be hard to keep 2-3 charges on the enemy perpetually, even with the harsh damage and therefore duration penalty pvp has. You'd also be constantly burning the enemy (thank you +60% burn damage), as well as constantly dealing chaos damage from viper strike, as well as your solid lightning strike dps. And all of it with 2/3 shock charges.

"
Kal_Tyrlos wrote:
To offer my two cents,
I've been doing Templar pvp theory crafting, and I have a few comments on your ideas.

1- You spent alot of points on +lightning damage nodes. This is certainly sensible, but keep in mind that any points that boost phyical damage will boost the lightning damage of lightning strike as well, as well as any damage from hatred, added fire damage support, etc.

2-I'd grab the curse passives. I think they'll make a huge difference, especially with the extra curse boots. I'll personally be using temporal chains, critical weakness, and elemental weakness, and they can really combine to produce staggering affects. For example, critical and ele weakness alone give a 25% chance to burn or shock, and the duration is doubled by temporal chains. This works perfectly with the shock and burn passives.

3- I agree that Resolute technique probably isn't worth it. If you pass on it, you can use critical weakness to great effect. Heck, with just that curse and the critical damage support, you can get a 450% critical multiplier and a 15% chance to crit.

4- Use swords. I won't be entering the arena without em.
-whirling blades will be invaluable for crossing frostwall, avoiding spells, etc.
-Viper Strike will be very potent against non CI users. And with the duration support, the three passives near the templar, and temporal chains, it can last 30-40 seconds.
-Puncture will be similarly useful against CI users. You can get it to last approximately 15 seconds, during which time you can regen nearly half your health, and he is helplessly unable to regen at all. If you keep him punctured, there is almost no way you can lose, as his health is finite, and yours is ever regenerating.
-The Sword block penetration will give a tremendous ammount of dps for only three points.

I would focus on stacking shock charges. The 20% chance to shock passives are an excellent start, throw in the two curses and youre going on 50. And as long as he's shocked, further shocks deal more damage, hence last longer, etc. It shouldnt be hard to keep 2-3 charges on the enemy perpetually, even with the harsh damage and therefore duration penalty pvp has. You'd also be constantly burning the enemy (thank you +60% burn damage), as well as constantly dealing chaos damage from viper strike, as well as your solid lightning strike dps. And all of it with 2/3 shock charges.



When you say, use a sword, do you mean, 1h or 2h or dual weild
"
hazz0 wrote:
"
Kal_Tyrlos wrote:
...


When you say, use a sword, do you mean, 1h or 2h or dual weild


IMHO a 1-handed with shield makes most sense for the Templar, because he can easily increase his block chance (and even get a small block chance against spells)
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)
Well, 2h can't even use any of the good pvp skills (puncture, viper strike, whirling blades). It could still be good, as it still can get the reduced enemy block chance bonus, and has greator damage (which is quite helpful when you consider the armor formula), but I'd go with 1h as Sony said.

Dual weilding would work, but there are simply alot more shield passives near the templar than dual weild.
Plus, the implicit 24 to all resist sheild would be nice. Its easy enough to get 75 to all res in PvE, but against players with Elemental Weakness, every point will help.

A 1h hammer would also be good if you racked up some stun threshhold reduction. Once you get to 100% you always stun (except against ES. Then its 50%) I simply recommend swords because of the skills they offer and because I personally will be going deep into the intelligence section of the tree, and will only have a few points to spare on weapon passives.
"
Kal_Tyrlos wrote:
Well, 2h can't even use any of the good pvp skills (puncture, viper strike, whirling blades). It could still be good, as it still can get the reduced enemy block chance bonus, and has greator damage (which is quite helpful when you consider the armor formula), but I'd go with 1h as Sony said.

Dual weilding would work, but there are simply alot more shield passives near the templar than dual weild.
Plus, the implicit 24 to all resist sheild would be nice. Its easy enough to get 75 to all res in PvE, but against players with Elemental Weakness, every point will help.

A 1h hammer would also be good if you racked up some stun threshhold reduction. Once you get to 100% you always stun (except against ES. Then its 50%) I simply recommend swords because of the skills they offer and because I personally will be going deep into the intelligence section of the tree, and will only have a few points to spare on weapon passives.



Thanks for your helpful insight.
Back to this thread since PvP is coming just around the corner and I still have no idea how to spec my character.

I think the recent patches have pushed people more and more into witches and ground slam marauders.

I was thinking back to getting high resist and high block chance to combat those more popular builds. I am still trying to find a good build however.

What do you guys think about getting high HP regen?

PvP

Is a 91 point build that seems to have great block chance/resist/hp regen/ mana regen and pretty high elemental damage. You could easily use lightning strike here and shield charge?

I know its not as offensive as most would like?
Last edited by clinx1337#2884 on Oct 17, 2012, 1:26:15 PM

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