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Old 01-22-2008, 03:12 PM  
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Default Gods

I am going to change gods. With the crazy amount of power i am getting from the belts in the MT group I am changing out of quelleous.

I am having trouble deciding between karana and tunare. I don't use god spells often but when i use them I want to have the best possible.These seem like the best I have seen.

Blessings

Tunare - adds 15% to heals

Karana - adds 25% heal crit

Karana-Increases health by 2.5% and power by 1% every 6 seconds.
(Note that since the duration is 10 minutes, there are 100 ticks, so you get full power in those 10 minutes and 2.5 times your max life).

Miracles

Tunare -50% to heals

Karana 0-Decreases Hate gain by 25%, dodge 25% of incoming attacks, increase spell dmg by 5% (duration 1 min.)

karana - Makes caster immune to stun, mez, root, stifle and daze effects, increases melee crit chance by 50% (duration 30 Secs.)

Also I am curious if the 25% dodge will effect sheild ally.
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Old 01-22-2008, 03:24 PM  
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Default Re: Gods

Tunare has a Miracle that heals you for 20 percent of your base health, and then the same every tick for x ticks. I carry this one and my 15 base heal blessing in any raid zone. The blessing for boss fites and the miracle for when things go down. I popped the heal miracle on our first Tai'riza kill, as the adds were threatening. I don't know a lot about Karana, but some of those blessings/miracles sure sound fun.

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Old 01-22-2008, 03:53 PM  
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Default Re: Gods

I was thinking of the 25% dodge for when the tank gets 1 shotted rezed and is picking it back up. If it works with sheild ally it will give him a extra 15% avoidance when he is getting resituated. Or even at the end of a tough encounter to give him a bit more avoidance so shit doesn't go bad.

Plus 25% heal crit is sick.
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Old 01-23-2008, 01:41 PM  
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Default Re: Gods

I am karana though tbh I have never even used the miracles and blessings I got but its a solid choice
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Old 01-28-2008, 12:52 AM  
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Default Re: Gods

Have been with Tunare, but am wondering now if a change is due.

If anyone can say if the avoidance works off the shield Ally it could well be worth it. Hope to hear some advice on that matter from someone who knows.
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Old 01-29-2008, 03:53 PM  
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Default Re: Gods

For a raid templar, there is no other god out there but quellious worth taking. The power miracle is a raid saver.
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Old 01-30-2008, 08:31 AM  
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Default Re: Gods

Since we have the power belts in the Mt group power is a joke. (waiting for the nerf) I can spam the whole fight and finish with 100% power. Quelleos was good in EOF but ROK it seems useless with all the items you can get that proc power.
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Old 01-30-2008, 10:02 AM  
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Default Re: Gods

Herein lies a fundamental choice that a Templar must make: Power vs. Health. Blueberry is one of the best Templars I've ever seen and he's indicating above that power is the way to go. I humbly disagree and favor health. If a Templar is dead - he/she can't heal. I prefer health and stamina adornments/spec choices because there are simply too many power items available to us. If I run low, my items and my group's items proc to fill me back up, or I can use a power root or oveclocked manastone. Perhaps I'm conservative - I'd simply prefer that everyone in raid have more health to survive back-to-back AOEs if something goes wrong.....it increases our chance or success.

Your choice of God will certainly be influenced by your choice of power vs. health. Since I am at no loss for power - I went with Tunare. I typically run with the +15% to heals blessing and either the +10% per tick miracle - or grove's entanglement.....depending upon what zone we are raiding.
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Old 01-30-2008, 10:45 AM  
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Default Re: Gods

Quote:
Originally Posted by Twindle View Post
Herein lies a fundamental choice that a Templar must make: Power vs. Health. Blueberry is one of the best Templars I've ever seen and he's indicating above that power is the way to go. I humbly disagree and favor health. If a Templar is dead - he/she can't heal. I prefer health and stamina adornments/spec choices because there are simply too many power items available to us. If I run low, my items and my group's items proc to fill me back up, or I can use a power root or oveclocked manastone. Perhaps I'm conservative - I'd simply prefer that everyone in raid have more health to survive back-to-back AOEs if something goes wrong.....it increases our chance or success.

Your choice of God will certainly be influenced by your choice of power vs. health. Since I am at no loss for power - I went with Tunare. I typically run with the +15% to heals blessing and either the +10% per tick miracle - or grove's entanglement.....depending upon what zone we are raiding.
It truly all depends on what gear you have availlable to you. Quellios was certainly a valid choice, prior to the TR jewelery set, Di'Zok Girdle, Manawell/Replenishing heal procs etc. It is still possible for a templar to run out of power over the course of a long pull, but not as likely as it once was at the outset of EoF.

The items readily available to just about anyone now, far outweigh the procs that were available to just about anyone back in EoF. Prior to TR, not including contested loot. The way a templar had to regain power was limited. Wrist from Malkonis, Stein of Flowing Ichor from the Amorphous Drake in DT(at least I think that was his name, its been a while), Cloak from the Sage in MMC, HoP from Pantrilla.I am sure there are more out there, but those were the ones I had available to me.

Now with the items out there, power is much less of an issue today. So far as which Deity? there really isn't a game breaking choice to make, if you have to rely on a miracle or blessing to make/break an encounter for you, then it's time to truly figure out what you're doing wrong to make that miracle/blessing effect the outcome as much as it does. Sometimes its you, sometimes its the guild around you.

All that being said, if I weren't so hateful towards questing after the grind to 80, I would have most likely switched to Karana. I like the extra immunity to stun/stifle/mez etc. I find that more useful than a bonus to heal or power. Even at 0% power, I can get power back fast, so long as I am not stunned, stifled, mezzed.
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Old 01-30-2008, 12:24 PM  
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Default Re: Gods

I know I am derailing my own thread but I need to rant a bit.

I am kinda sad about the way power management went this teir. With 3 healers in our mt group wearing the chokadai collar belts I can die and finish the fight with 50% power only using a heart and shard for the first few initial heals after a rez.

It went from a few rare drops that made power management easier to easily attainable items that make power a joke. In months of farming raid zones we had very few of the power items that you listed drop. We only had the Amorphious Stein drop twice and the Malkonis wrist drop once. I am the only healer in my guild with the 2 piece throne room set and that was only at the end of eof beginning of ROK that I got it (2 polished marble bangles and 3 circlets of unity have dropped for us). Maybe we have bad luck with healer gear maybe they are as rare as they seemed to be for us.

Quelleous was a superb God in EOF it saved us a few times on woushi when healers were trees and couldn't cure the nox power drain. Even on our first mayong kill the power miracle was clutch. I am sad to see that I no longer need to focus on timing reactives so they use nearly every proc and monitor how many charges I have on hearts/shards. Power is such a joke that you can probly set up a bot to spam our heals and never run out of power.

The power items from earlier teirs allowed healers to conserve power to dps more. I feel this way because most droped from mobs that if you were able to kill it most likely meant that you didn't really have much of a power issue.

Amorphios drake - probly the longest fight in DT the other fights were just a mater of curing and add managment.

Malkonis - The fight was long because youhad to slow dps so that 2 coffins weren't up at the same time.

Throne room - If you were clearing throne room and able to get the 2 piece set then you had the potential to kill any mob in eof.

Pantrilla - contested he was easy but alot of guilds were able to kill him.

Sage - Cloak was easy to get but not to overpowering it proced off of hostile spells and if you were really hard pressed for power you weren't to concerned about dps.

As for the manastone and other clickies the power they provide is either minimal or offset by a long recast. Making them useful in clutch situations or only useful if used every time it is up. Our Mt group normally consists of 1 regen I am sure guilds that ran with 2 regens didn't have as much of a power issue as we did when killing mobs but we overcame it and learned to conserve.

The 10 minuet named fights at the beginning of eof soon dropped to 4 or 5 mins but for those first initial kills power was key and being able to maintain power through out a long fight separated a good healer from a great healer.

I wasn't a Templar as long as many of the others that frequent these forums but I believe I understand my class and play it well. I realise a undergeared templar was able to MT heal all of the EOF raid instances. I did it in leg/mastercrafted gear but that doesn't mean it was as easy as it was when I was geared.

Its kind of sad that it went from mantain power cure keep reatives wards and regens up and your tank will live to power is a joke you can finish with 100% if you really want to but beware your tank can be double attacked for double his health.
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