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Templar TP allocation thread
16 posts • Page 1 of 2 • 1, 2
Templar TP allocation thread
I'd like to know how the other Templars around here skilled their tp, and why. I'm particularly interested in seeing how many other knights opted out of the max hp first tree.
I went 1-2-2. (I play as a 1h mace+shield skill spammer. Pretty normal.)
1: I find that the one point to the hp passive is sufficient to stay alive in most dp's. My gear is pretty decent (+16 ruthless 1h mace, +11 ruthless armor, +15 bastioned shield), so I still manage to hit 40-47k hp in dps, depending on the quality of the available buffs. The rest of the tree is pretty awful IMO, (holy aura, hate aura, a passive that reduces aura CD). I honestly haven't thoroughly tested the TP AOE from this tree, but from what I've seen and understand its just another yucky holy aura. (PLEASE correct me if I'm wrong on this.)
2: I was drawn to this tree mainly for the 300 p attack mace passive and higher level spams. Onslaught seems like a really sweet skill. If I had a sixth TP, I would probably skill it. For now it seems a lot like kill a group of mobs in hm -> get 3 stack -> lose 3 stack too fast to really use it against the next pull. This isn't a tree I'm overly fond of, but it seems like a better use of TP than ultra excess hp and high level low threat auras from the first tree.
2: The third column is absolutely insane. I don't like the third-TP skill in this tree because it says "basic attack," but everything else feels like solid gold. Aside from the obvious ultra p attack augmentation with thorned shield, I enjoy the insane active guard, hp/movespeed passive, shield charge with a long stun time, and shield charging endlessly from one mob to the next in dp's.
I went 1-2-2. (I play as a 1h mace+shield skill spammer. Pretty normal.)
1: I find that the one point to the hp passive is sufficient to stay alive in most dp's. My gear is pretty decent (+16 ruthless 1h mace, +11 ruthless armor, +15 bastioned shield), so I still manage to hit 40-47k hp in dps, depending on the quality of the available buffs. The rest of the tree is pretty awful IMO, (holy aura, hate aura, a passive that reduces aura CD). I honestly haven't thoroughly tested the TP AOE from this tree, but from what I've seen and understand its just another yucky holy aura. (PLEASE correct me if I'm wrong on this.)
2: I was drawn to this tree mainly for the 300 p attack mace passive and higher level spams. Onslaught seems like a really sweet skill. If I had a sixth TP, I would probably skill it. For now it seems a lot like kill a group of mobs in hm -> get 3 stack -> lose 3 stack too fast to really use it against the next pull. This isn't a tree I'm overly fond of, but it seems like a better use of TP than ultra excess hp and high level low threat auras from the first tree.
2: The third column is absolutely insane. I don't like the third-TP skill in this tree because it says "basic attack," but everything else feels like solid gold. Aside from the obvious ultra p attack augmentation with thorned shield, I enjoy the insane active guard, hp/movespeed passive, shield charge with a long stun time, and shield charging endlessly from one mob to the next in dp's.
- questangel
- Lydian
- Posts: 261
- Joined: October 10th, 2009, 10:44 am
Re: Templar TP allocation thread
I remember we talked a little about it in DP, I'm thinking 2-1-2 with crit power + ofc block def stones (no vit) to offset the massive hp from passive and lower level spam skills. But still at 2-1-0 atm and haven't found a 1h mace yet.
SoldierArc (another templar) was thinking 1-2-2 as well.
SoldierArc (another templar) was thinking 1-2-2 as well.
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solusze - Ifrit
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Re: Templar TP allocation thread
I'm still doing the TP quests, only manage to get 3 TPs until now.
I'm on 1 0 2 atm with full bastioned gear (+11 mace,+11 armor,+10 shield).
As you said, the 3rd tree is a MUST HAVE, the bonus to P atk is huge, and the bastioned itens make our defense even more solid (I can get 7k+ P. def with my "non +20 freaking" set).
I'm not sure about the middle tree, my P atk and dmg already looks solid enough, I'm a group PvE char so as long I can hold aggro its ok for me, and I'm already holding aggro pretty well without this tree (around 8k P atk).
Now comes the first tree, I agree with you, this tree is almost useless exept for the passives.
I'm still missing 2 TPs, I'm about to finish the collect mana quest and get one extra TP, What I have in mind is, put that TP on HP passive as well and take out the Vit from my set and replace it for Wis, I could not test it but I heard that wis helps a lot against the DoTs in HC (trying to tank ashmaw without any magic defense was a frustation for me, 8k p/ tick on crited dot and 6k dmg on crited basic atk at once).
So, I think I'm going with 2 1 2 once I get all TPs
.
I'm on 1 0 2 atm with full bastioned gear (+11 mace,+11 armor,+10 shield).
As you said, the 3rd tree is a MUST HAVE, the bonus to P atk is huge, and the bastioned itens make our defense even more solid (I can get 7k+ P. def with my "non +20 freaking" set).
I'm not sure about the middle tree, my P atk and dmg already looks solid enough, I'm a group PvE char so as long I can hold aggro its ok for me, and I'm already holding aggro pretty well without this tree (around 8k P atk).
Now comes the first tree, I agree with you, this tree is almost useless exept for the passives.
I'm still missing 2 TPs, I'm about to finish the collect mana quest and get one extra TP, What I have in mind is, put that TP on HP passive as well and take out the Vit from my set and replace it for Wis, I could not test it but I heard that wis helps a lot against the DoTs in HC (trying to tank ashmaw without any magic defense was a frustation for me, 8k p/ tick on crited dot and 6k dmg on crited basic atk at once).
So, I think I'm going with 2 1 2 once I get all TPs
- xsukert
- Octopus
- Posts: 57
- Joined: February 19th, 2007, 5:06 am
Re: Templar TP allocation thread
I thought the DoT's cant be resisted and the damage is the same always?

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w1ndows - Death Tyrant
- Posts: 4710
- Joined: June 22nd, 2007, 3:20 am
- Location: Finland
Re: Templar TP allocation thread
w1ndows wrote:I thought the DoT's cant be resisted and the damage is the same always?
From holy aura or what?
If you're talking about the holy ground tp skill, the ticks from it are nerfed in pvp. I decided to try a 3-0-2 build to test the aoe. It seems decent, for me it lasts 45 seconds and has a 1 minute cooldown, ticks for 16k crits with chip on mobs, and like 450 in pvp :/. If it keeps aggro off of healers I'll keep it until I'm 160.
- questangel
- Lydian
- Posts: 261
- Joined: October 10th, 2009, 10:44 am
Re: Templar TP allocation thread
About the DoT ticks in hard mode, I've never seen them resisted and the damage can't be reduced.
Interesting, I was curious about that skill. Did you test the 100% damage reflection in PvP?
Also curious about the Blessing of Salvation (3rd tree skill) if anyone has tested it. From the description it seems like a divine cluster for basic attacks that drains all your mana which would be pointless... But maybe the description isn't accurate.
questangel wrote:If you're talking about the holy ground tp skill, the ticks from it are nerfed in pvp. I decided to try a 3-0-2 build to test the aoe. It seems decent, for me it lasts 45 seconds and has a 1 minute cooldown, ticks for 16k crits with chip on mobs, and like 450 in pvp :/. If it keeps aggro off of healers I'll keep it until I'm 160.
Interesting, I was curious about that skill. Did you test the 100% damage reflection in PvP?
Also curious about the Blessing of Salvation (3rd tree skill) if anyone has tested it. From the description it seems like a divine cluster for basic attacks that drains all your mana which would be pointless... But maybe the description isn't accurate.
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solusze - Ifrit
- Posts: 1628
- Joined: October 2nd, 2008, 9:17 pm
Re: Templar TP allocation thread
HM dots can't be reduced or resisted by any means I am aware of. I have been told that counterpoison scrolls/skills have a low chance of removing the dot, but I have yet to see it work myself.
As far as I can tell the damage reflection does not work, or does not work well. (Like, reflecting shield.) I have noticed that if i proc voidwarp and switch to a +20 staff to cast the aoe, the ticks do about 40k pve damage and 1k pvp damage per tick. Since most of my spammables seem to only hit triple digits in PvP these days, I have a hard time ruling that out as some kind of useful PvP tactic. Especially since we have like 5 stuns and restrain to keep them in the circle.
As far as I can tell the damage reflection does not work, or does not work well. (Like, reflecting shield.) I have noticed that if i proc voidwarp and switch to a +20 staff to cast the aoe, the ticks do about 40k pve damage and 1k pvp damage per tick. Since most of my spammables seem to only hit triple digits in PvP these days, I have a hard time ruling that out as some kind of useful PvP tactic. Especially since we have like 5 stuns and restrain to keep them in the circle.
- questangel
- Lydian
- Posts: 261
- Joined: October 10th, 2009, 10:44 am
Re: Templar TP allocation thread
I made a mistake. the AOE does not last 45 seconds, it lasts 30 seconds.
It says on the skill that the cd is 1 minute, so when i saw the aoe disappear with 1/4th of the icon still shaded out I thought 45. But I actually had level 2 of the passive, so the cd was 40 seconds, duration 30 seconds.
Now that I am 160 i have been able to put a third level into the support passive for Holy Ground (the AOE). Now it lasts a few seconds longer than the CD, giving me essentially perma AOE.
After extensive dping, I've really come to appreciate the AOE. The biggest downside to it is that the entire party needs to be able to recognize the aoe and run into it if they pull adds, or know to let it tick for a few seconds before doing any heavy healing. But if your regular dp group becomes familiar with the skill and is disciplined to play around it effectively, it is a VERY strong dp skill. My healers and hunas are VERY happy with it.
I tested onslaught again with the level 3 support passive, but I remain unimpressed with the duration and the hp I had to sacrifice to get it.
Pretty sure my final build is 3-0-2. I highly recommend it.
It says on the skill that the cd is 1 minute, so when i saw the aoe disappear with 1/4th of the icon still shaded out I thought 45. But I actually had level 2 of the passive, so the cd was 40 seconds, duration 30 seconds.
Now that I am 160 i have been able to put a third level into the support passive for Holy Ground (the AOE). Now it lasts a few seconds longer than the CD, giving me essentially perma AOE.
After extensive dping, I've really come to appreciate the AOE. The biggest downside to it is that the entire party needs to be able to recognize the aoe and run into it if they pull adds, or know to let it tick for a few seconds before doing any heavy healing. But if your regular dp group becomes familiar with the skill and is disciplined to play around it effectively, it is a VERY strong dp skill. My healers and hunas are VERY happy with it.
I tested onslaught again with the level 3 support passive, but I remain unimpressed with the duration and the hp I had to sacrifice to get it.
Pretty sure my final build is 3-0-2. I highly recommend it.
- questangel
- Lydian
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- Joined: October 10th, 2009, 10:44 am
Re: Templar TP allocation thread
Grats on T3! (Will be adding you on the thread as I get to reading it
) That new AoE DoT seems like a great skill to have for the current method of DPing. For sin pulling (And NMing adds) it would have been ruining the CC's and therefore be useless but with current HCDP style it seems like a great skill to have, focusing all the damage on the tank. Seems to me just like a skill that classes with the biggest defensive stats needs.

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w1ndows - Death Tyrant
- Posts: 4710
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- Location: Finland
Re: Templar TP allocation thread
As per Vigi's request i tested the third tree skill, particularly in PvP.
The damage prevention wasn't the full listed value in PvP (which would be OP). It did take a couple hundred damage off of incoming basic AND skill attacks both magical and physical, which is certainly nice but nothing to write home about.
ODDLY enough, the "divine cluster" part of it seems to not work at all in PvP. Neither my basic attacks nor my skill attacks were augmented. In fact, my basic attack did noticably LESS damage after activating the toggle. I have no good explanation for this.
Now that I've tested all three TP skills, I can safely say I am sticking to the aoe.
The damage prevention wasn't the full listed value in PvP (which would be OP). It did take a couple hundred damage off of incoming basic AND skill attacks both magical and physical, which is certainly nice but nothing to write home about.
ODDLY enough, the "divine cluster" part of it seems to not work at all in PvP. Neither my basic attacks nor my skill attacks were augmented. In fact, my basic attack did noticably LESS damage after activating the toggle. I have no good explanation for this.
Now that I've tested all three TP skills, I can safely say I am sticking to the aoe.
- questangel
- Lydian
- Posts: 261
- Joined: October 10th, 2009, 10:44 am
Re: Templar TP allocation thread
Hmm interesting, no good then.
I just finished the last TP quest tonight and I'm 2-1-2 now. I'll probably stay with that but 3-0-2 is the only other distribution I would consider.
I just finished the last TP quest tonight and I'm 2-1-2 now. I'll probably stay with that but 3-0-2 is the only other distribution I would consider.
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solusze - Ifrit
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- Joined: October 2nd, 2008, 9:17 pm
Re: Templar TP allocation thread
So any thoughts changed? I see alot of difrent TP allocations and all WAY diff from each other..... Still the AOE is not usablenin every dp since some sins runs in the whole group and then looses 1 of the 3. So by that time i would have aggroed the whole spawn wich we dont want.
Boo
- wambimbo
- Siren
- Posts: 346
- Joined: January 26th, 2010, 11:50 am
Re: Templar TP allocation thread
Hi Guys, let me reopen this and see if some more templar have got some input by now.
Basically I pulled out my old knight after a year and pushed him through the quests, now I am locking for the best pve setup.
So far i tried
0 3 2
Which was okay but i expected more from the onslaugh skill, it only lasts 10 seconds and can only add stacks during that duration, so mostly i reaches ist max damage the moment there are no more mobs around and is gone when the next pull arrives
Next was
0 2 3
I toyed with going a hybrid attackspeed build as i got a +19 2h mace and only a +10 1h, however even thought the right tp is nice with base attacks my mana was empty in seconds , and queen eva didnt give me any mana back even when triggered (dunno if that is some bug with hw or whatever)
So now I am undecided between 1 2 2 / 2 1 2 or 3 0 2
1 tree
the only good skill ist he hp+ passive which gives me around 10k per point in it.
The tp skill is supposed to be quite nice too but ist quite situational as you can only use if with certain kind of pullers who do not lead the whole train through it.
2 tree
300 patt 1200 matt
+10 lvl goodly protection = nearly double the duration of it, however i am not sure if ist still needed anyway, i didnt tank a boss yet after coming back however every situation I deemed it useful so far (3+ mobs) obsi triggered anyway nullifying the damage fully.
+10 lvl restrain = super slow skill also useful for pulling in hc
double lvl stun mace + physical breaker (quite nice)
10% more attackspeed (not that great)
6% pignore und mignore, doesn’t seem to work at all at the moment
So the 2nd tree looks better overall if the holy ground tp skill is not simply awesome.
It would be possible to take either 2 1 2 without vit stones giving me enough hp + offense or 1 2 2 with vit stones for similar hp + offense not sure which one would be better here.
looking forward to input from experience Templars, right now the cookie cutter build seems to be 3 0 2 with nearly everyone running around with it…
Basically I pulled out my old knight after a year and pushed him through the quests, now I am locking for the best pve setup.
So far i tried
0 3 2
Which was okay but i expected more from the onslaugh skill, it only lasts 10 seconds and can only add stacks during that duration, so mostly i reaches ist max damage the moment there are no more mobs around and is gone when the next pull arrives
Next was
0 2 3
I toyed with going a hybrid attackspeed build as i got a +19 2h mace and only a +10 1h, however even thought the right tp is nice with base attacks my mana was empty in seconds , and queen eva didnt give me any mana back even when triggered (dunno if that is some bug with hw or whatever)
So now I am undecided between 1 2 2 / 2 1 2 or 3 0 2
1 tree
the only good skill ist he hp+ passive which gives me around 10k per point in it.
The tp skill is supposed to be quite nice too but ist quite situational as you can only use if with certain kind of pullers who do not lead the whole train through it.
2 tree
300 patt 1200 matt
+10 lvl goodly protection = nearly double the duration of it, however i am not sure if ist still needed anyway, i didnt tank a boss yet after coming back however every situation I deemed it useful so far (3+ mobs) obsi triggered anyway nullifying the damage fully.
+10 lvl restrain = super slow skill also useful for pulling in hc
double lvl stun mace + physical breaker (quite nice)
10% more attackspeed (not that great)
6% pignore und mignore, doesn’t seem to work at all at the moment
So the 2nd tree looks better overall if the holy ground tp skill is not simply awesome.
It would be possible to take either 2 1 2 without vit stones giving me enough hp + offense or 1 2 2 with vit stones for similar hp + offense not sure which one would be better here.
looking forward to input from experience Templars, right now the cookie cutter build seems to be 3 0 2 with nearly everyone running around with it…
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tankvieh - Stone Golem
- Posts: 981
- Joined: October 24th, 2007, 8:11 am
Re: Templar TP allocation thread
I still think 3-0-2 for DPs. 2-1-2 for mostly solo or PvP.
The passive stat bonuses are so high that holy ground is the only TP skill worth taking. Also since block defense gives more than enough HP and defense, no vit stones are needed.
There just doesn't seem to be much creativity with templar builds unless the other two TP skills are buffed a lot (the 3rd one isn't even worth using if it was free).
The passive stat bonuses are so high that holy ground is the only TP skill worth taking. Also since block defense gives more than enough HP and defense, no vit stones are needed.
There just doesn't seem to be much creativity with templar builds unless the other two TP skills are buffed a lot (the 3rd one isn't even worth using if it was free).
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solusze - Ifrit
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