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Old 06-18-2007, 11:43 AM  
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Default Templar Guide

I posted this a few forums up, and was asked to post it here...

incoming!


Introduction and Disclaimer:
I saw no one had done a Templar Guide, so I figured I would write one up and see how it looked. I used the only other guide in this forum as a layout, the dirge one, So thanks to the guy that made that.
I have been a templar for over a year, and before that I was an Inquisitor for about 6 months. I don't claim to know everything about the class, although after this long, I have my way of doing things that I think are correct. My opinion is my own and I am welcome to people's input. I have taken some of these things from other places to add to my own feelings and so on and so forth. Either way. Inc Templar knowledge! Also this is coming from a Raiding Templar that is fully mastered, so any stats I give regarding spells will be from my own hotbars.


General Temparliness

Q. What’s being a Templar all about?
A. Templars are the MT/OT group's dream healer. We have roughly 1k worth of HP bonuses to the group/MT when fully mastered. (This includes - Symbol of Naltron (Group buff) 321 Hp's, Mit vs Mental 928, Mit vs magic and divine 1160., Gallantry gives 677 HP's, mit vs physical 732., and Holy Redoubt gives 964 HP and increases Crushing/piercing/slashing by 13.9.
Aside from the HP bonuses, Templars give Stoneskin (Unyielding Benediction) which will give a chance to proc every time the MT is attacked with a melee weapon and will absorb the attack.
A Templars primary heal is a reactive heal (Glorious Intercession).. Which means while this spell is up, any time your target takes any damage it will trigger and heal. Every time you cast the spell it will trigger 5 times.
A templar can be spec'd to do massive healing and pretty decent DPS. Depending on your group. I *personally* am spec'd DPS and do about 700-1k dps during non-named fights. This of course changes with whatever group I am in and is based on the fact that I am stil using the Godking weapon for the FT, since nothing better has come along. (Til now! I'm still working on getting the Staff of Cultivation made!) So I'm guessing my dps will be getting much better with a decent weapon.
A cleric wears plate, and can take a good bit of a beating.. I still think they should give us taunts! ><

Q. I’m trying to decide between a Inquisitor and a Templar. Which is best?

A. Although many people will argue this, neither cleric is better than the other. We each bring different things to the raid. An Inquisitor is the offensive Cleric, they boost the melee's dps and can DPS a lot themselves. Inquisitor healing in itself is a bit weaker than a Templars but Inq's can do 1.5k DPS in a good raid setup. Templars are defensive clerics, and while they can do a ton of DPS themselves, their buffs/heal spells make them invaluable.

Q. I want to play a Templar but I want to be Evil.
A. You are owned! As I am.. I am a freeport lover and I have been stuck in Qeynos for a while now. Templars are good, nothing we can do about it at this time.

Q. What’s the best race to be to play a Templar?
A. I play a high elf, but I truly don't think at this stage of the game that it matters. I have seen Fae Guardians take a beating just as good as a Barbarian.. so I am not entirely sure your race even matters anymore.

Equipment – The Joy of Gear.

Q. What stats are important for templars?
A. WIS, FT (Flowing Thought), INT

Q. What equipment should I upgrade first?
A. Whatever drops for you in the raid? Honestly it doesn't matter, My sole purpose in this game is to be the best at my class that I can personally be. So I took the time and money to upgrade all my spells to full masters and I did pickup raids/raids with a new guild to get full relic gear.. I have since now upgraded all my relic to better.. but Relic from Labs is a good start.

Q. What armor do Templars wear?
A. We wear plate armor. We *can* wear chain, cloth and leather but plate is what any self respecting Cleric would be in. Look for heal increase, flowing thought and high WIS gear.

Q. What weapons do Templars use? Should I use a shield?
A. Taking the correct AA lines (discussed later) a templar should have a 2h staff. if unavailable there are many 1h crushing hammers, including Godking that is suitable for a templar.


Tactics and Adventuring

Q. Can Templars solo?
A. Like a champ. Ok, so not a champ... it will take you a bit sometimes, but yes you can solo a lot of mobs. I wouldn't tackle a yellow ^^^ mob.

Q. What’s Templar dps like?
A. It's decent, considering you aren't a DPS class. You can do 1k+ given the right class, spells and group buffs from others.

Q. What do Templars bring to raids?
A. Templars bring a lot of healing, buffing, some DPS and some pretty decent debuffing.


Spells and Achievements

Q. What spells should I upgrade first?
A. I myself don't venture out unless all my spells are AD3+ but I understand some people don't have the pleasure of having enough money to take care of that problem. As a Templar, if you are going to LFG and be in a group.. get your reactive single target spell, group target spell and your buffs. If you are going to solo, reactive and all your damage spells have to be upraded first.. our DPS isn't that good when soloing.

Q. What ‘special’ spells are there for templars?

A. The level 35 special spell is called Symbol of Corruption. It decreases WIS of target by 38, and inflicts some sort of weak damage.
At 52 we get Reverence, 240% of the targes power consumed turns into health. That's just sexy.
At 55 we get Sanctuary, which makes the group immune to anything mind controlling like Mezz, Daze, Stifle, Root, Stun and Fear for 30 seconds.
At 58 we get Divine Arbitration. It divides the sum total of the groups hp's and distrubutes them evenly.
I do beleive that our Unswerving Hammer is a special spell to, it summons a hammer that hops over to the mob and does damage.. it can be controlled like a regular pet but it only lasts about 45 seconds and can only be used every 2.5 minutes.

Q. What are the Templar ‘fun’ spells like?

A. Our fun spells suck, as do most classes. We have one that makes us sparkle, Unholy Aura. One that summons a holy symbol to someone else.. WTF why?! and another one that lets you detect if a person is good or evil.. as if you care. And one that summons a holy acolyte that dies when the wind blows.
Odyssey I guess could be considered a "fun spell" but its not really fun, you have to pay to have someone sent to their home town. I do use this frequently instead of casting my own CoQ.

Q. What are the Templar AA lines and which is best?

A. Like everyone else, we have two sets of Achievements, Kingdom of Sky and Echoes of Faydwar.
I am not going to explain them all, just the ones you should go down as a cleric in the KOS lines:
Stamina: This line increases your Melee crit chance to 50%+, and heal crit when maxed to 15.6. Do NOT take Divine Aura. There is no need for the end spell in this line.
Intelligence: This line increases damage spell crit by 28% and increases your casting speed by 14.4%, taking Divine Recovery increases your casting and recovery speeds. Yum!
I have mine set up..
STA 4 4 4* 8
INT 4* 7* 8 8 1
* = You can change these as you see fit, before I had a staff, I maxed out my INT, an INQ would max out his melee.. just all depends on what you do more as a cleric..

The EOF aa's are a personal preference as I think the ending line of three of them suck.
All Templars should hit up Blessings. This shouldn't even be a question.
Going down that line I did 5 3 3 2 3 and then Blessings.
No raiding templar should go down compliances, but do put some points into Spurn.
Holy smites 5 5 5 5 and then Smite Wrath
Last I heard the Cures line wasn't even working correctly and I never tried it anyway.

Q. What should I cast? When and why?

Depends on what position you are in and what mob you are killing.
I like being the 2ndary Templar, so I can flex my Deepees. I throw up a group reactive/group heal when needed on trash mobs otherwise I am spamming my attacks and meleeing.
The MT templar should Magic Ward, Sanctuary, and then Reverance on the pull. You only need five seconds to cast these three before the MT makes contact. Our MT starts his countdown at ten, when he gets to 5, I start! Single Target reactive, then group reactive, while those are going I Mark of the Celestial, and Involuntary Restoration. Divine Recovery.. hex doll.. Should have time to Spurn and Symbol of Corruption at that point before refreshing the reactives... if everything is still up at this point.. I throw some nukes then start the cycle all over. I use Focused Intercession when its up and needed and I have everthing else in, and you can cast your manastone, hearts and shards while being stunned. And I cast Divine Recovery every time its up.
I do it differently a lot, as to not get bored and want to cry during a raid, but this is the basics.
Above all else, do not overheal. Wasting power isnt going to do you any good when the mob gets to 30% and you have nothing left. If you keep your reactives up and the warden/shaman are doing their job, you should never have to cast a direct heal on the MT.. I usually only use my group heal when we take an AOE in the face. I directly heal some random ppl when they get low.
Thats about the basics of it..

Q. Which buffs should I use and who do I put them on?

A. All of them.
Symbol of Naltron, Gallantry and Blessings should ALWAYS be up. Unyielding Benediction, Holy Redoubt and Glory of Battle goes on the MT.
Glory of Battle on the scout in the group (Swashie, ass, dirge).
On named fights, Celestial Praetorate should go on the MT, it buffs their resists and the STR gives them power.
On trash I give CP to the scout in the group.. (not the dirge!), particulary the Swashie or Assassin, if one is not in the group, just leave it on the MT, its not worth giving it to the dirge.. and you should not ever have to give it to yourself. The STR gives the scout added DPS, thus resulting in clearing the trash faster..
You can just leave it on the MT all the time, I just like to think I'm making a difference sometime!

Q. What are my Master 2 choices, and which one should I take?
A. What you take is purely your choice, I took what I couldn't find on the broker as an upgrade, which at lvl 64 was Mark of the Celestial. You can change these at any time for a fee.


Level 14

* Rebuke
* Radiant Strike
* Bestowal of Vitae
* Soothing Sermon



Level 24


* Bestowal of Vitality
* Sign of Weakness
* Disgrace
* Combative Faith

Level 34

* Pious Redoubt
* Reproving Smite
* Restoration
* Bravery

Level 44

* Divine Strike
* Greater Intercession
* Crucial Intercession
* Greater Amelioraton

Level 54

* Admonishment
* Consecrated Strike
* Grand Intercession
* Divine Praetorate

Level 64

* Blaze of Faith
* Grand Restoration
* Mark of the Celestial
* Glory of Battle


Miscellanity and Links

Q. Which God choice will make me the uberest?
A.
Tunare: Lots of healing spells and aids to same. A big anti-undead attack and a ranged combat booster are the only offensive powers. Some very solid defensive stuff. Cloak increases healing spells by up to 30.
There's really no other choice here. Go with Tunare.

Q. Gimme a spell list?
A. Omgz! it’s right here:
http://www.eq2ref.com/abilities/index.php?class=Templar
or
http://eq2.allakhazam.com/db/abilitylist.html?class=tmp


Q. Where are some good Templar discussions?
A.
The Eq2flames forums are decent, as are the Eq2 main forums.
http://eq2flames.com/forumdisplay.php?f=101
http://forums.station.sony.com/eq2/f....m?forum_id=83

Just remember that 85% of the people that post are noobs, do your own research.

Q. Is there anything else I should know before I make my Templar?
A. You can ask questions in the WW templar channels in game.. Nektulos.Templars and eq.serverwide.templar
Both channels are equally dead.. but if you ask a question most ppl will answer. Don't expect any big conversations though, they hardly ever talk there.
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Old 06-18-2007, 11:44 AM  
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Default Re: Templar Guide

These are the adornments you should have as a Templar. If I have more than one listed, its a personal preference type deal.

Head Adornment

Treasured Epiphanic Imprint - Gives +100 power
Made by: Tailor

Cloak Adornment

Legendary Metaphysical Lining - Increases in combat Power regen by 3.0
Made by: Provisioner

Chest Adornment
Legendary Prismatic Applique - Gives +6 str +6sta +6 agi +6 int +6 wis
Made by: Alchemist

Shoulder Adornment
Treasured Brawny Straps - Gives +14 str
Treasured Gritty Straps - Gives +14 sta
Made by: Tailor

Forearms Adornment
Treasured Savvy Splint - Gives +14 wis
Made by: Armorer

Hand Adornment
Legendary Restorative Stitching - increases Heal spells up to 40
Made by: Tailor

Waist Adornment
Legendary Spry Buckle - increases attack speed by 2.0
Made by: Armorer
(You can skip this adornment completely and lose just about nothing as a Templar.)

Leg Adornment
Treasured Gritty Brace - Gives +14 sta
Treasured Brawny Brace - Gives +14 Str
Made by: Armorer

Foot Adornment
Treasured Gritty Spurs - Gives +14 sta
Made by: Armorer


Neck Adornment
Legendary Restorative Clasp - increases all healing spell effects up to 40
Made by: Jeweler


Ear Adornment
Treasured Intellectual Backing - Gives +14 int
Made by: Jeweler

Ring Adornment
Treasure Lambent Epiphanic Polish - Gives +70 power
Made by: Alchemist

Wrist Adornment
Treasured Savvy Fastening - Gives +14 wis
Made by: Carpenter

Symbol Adornment
Legendary Metaphysical Ornament - increases in combat power regen by 2.0
Made by: Carpenter

Weapon Adornment Primary/2h
Fabled Pontiff's Second Sight - increases heal crit chance by 1.0%
Made by: Provisioner

GETTING ADORNMENTS MADE TAKES:
Treasured adornments: 1 Illusionary Powder, 9 Lunar Fragments
Legendary Adornments: 1 Infusion of Illusion, 8 Illusionary Powder, 5 Lunar Fragments
Fabled Adornments: 1 Hardened Mana, 2 Infusion of Illusion, 8 Illusionary Powder, 5 Lunar Fragments
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Old 06-18-2007, 12:01 PM  
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Default Re: Templar Guide

Wonderful posts! Thank you Kindall.

Oops! I should have waiting until you finished. Pretend this is at the bottom of your posts.

Last edited by Dreana; 06-18-2007 at 12:08 PM.
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Old 06-18-2007, 12:05 PM  
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Default Re: Templar Guide

Character Traits:

At Level Eight and Twenty Eight you get a list of traits to choose from:
Brawny +4 STR
Clever +4 INT
Durable +4 STA
Insightful +4 WIS
Nimble +4 AGI

As a Templar, go WIS.

At Level 10 you get a Racial Tradition choice.
For the sake of listing them all individually, you can go here to get a list for your certain race.

As a High Elf, I took 3% to my max power.
Look in your racial choices and take anything that gives WIS, Power, or power regen.

At level 22, and 42 you get personal traits
.
Calm +5% in-combat power regeneration per tick
Centered +2.5% max powe
Stalwart +5% in-combat hit point regeneration per tick
Sturdy +2.5% max hit points

Depending on if your FT is already maxed out and what group you are in, Take the in-combat power regen or the 2.5% max power.

Last edited by Kindall; 06-18-2007 at 12:09 PM.
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Old 06-18-2007, 12:43 PM  
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Default Re: Templar Guide

Quote:
Originally Posted by Dreana View Post
Wonderful posts! Thank you Kindall.

Oops! I should have waiting until you finished. Pretend this is at the bottom of your posts.

LOL you are fine, I'll be adding and editing all posts regularly.. hehe

ty
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Old 06-18-2007, 12:48 PM  
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Default Re: Templar Guide

Thanks a ton kindall.

Not sure if you ever saw my request for this to be place here too btu it got deleted.

Tahnks again. Great post!
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Old 06-18-2007, 01:12 PM  
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Default Re: Templar Guide

Quote:
Originally Posted by Nyax View Post
Thanks a ton kindall.

Not sure if you ever saw my request for this to be place here too btu it got deleted.

Tahnks again. Great post!

Yeah I saw it, np
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Old 06-18-2007, 03:33 PM  
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Default Re: Templar Guide

Very Nice Post
You Rock !!!
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Old 06-19-2007, 02:25 AM  
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Default Re: Templar Guide

now have to be knew by other classes to reroll templar !!!

Thx a lot Kindall =)
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Old 06-19-2007, 03:33 AM  
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Default Re: Templar Guide

Quote:
Originally Posted by Kindall View Post
Head Adornment
Treasured Epiphanic Imprint - Gives +100 power
Made by: Tailor

Shoulder Adornment
Treasured Brawny Straps - Gives +14 str
Treasured Gritty Straps - Gives +14 sta
Made by: Tailor

Symbol Adornment
Legendary Metaphysical Ornament - increases in combat power regen by 2.0
Made by: Carpenter

Weapon Adornment Primary/2h
Fabled Pontiff's Second Sight - increases heal crit chance by 1.0%
Made by: Provisioner

Head - Blessed Ubiquity (Lambent Blessed Imprint) (1% Heal crit)

Shoulder - Scintillating Rugged Straps (+100 health)

Symbol - Sctintillating Archimage Ornament (+5 Disruption +5 Subjugation)

Weapon - Scintillating Focus of the Pontiff (On heal spell +85 power 1.2/min)

Buckler - Blessed Ubiquity (Luminous Blessed Strut) (1% heal crit)



Personally, I think who ever uses +100 power on their helm and doesn't use +100 HP on the shoulders is, IMO, a retard.
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