Tree of Savior Forum

Templar: rework with current pool of mechanics

Over the years, IMC has continued to create new mechanics when new content is introduced. They’ve also taken some (unintended) mechanics away (RIP centurion). How would you rework the templar kit given the current pool of mechanics (including ktos/ktest)?

This post will be about turning the templar into conditional DPS and utility (we have enough pure DPS classes) where the condition being guildies (in proximity to you). The idea is to have moderate skills and have guildies improve them in some way (CD, duration, damage, etc).

C1
First of all, with guilds no longer requiring templarss to make, c1 is outdated. Teleporting should be a guild function via guild tab. Guild quests could be accessed that way, not through templar skills. On the other hand having them as additional templar skills makes it so you have more than 1 instance to use the said skills (for example if there are more than 1 templars in a guild).

  • Passive attributes
    ! attribute: guards - summon a guard that fights for you when ever you cast a templar skill. Up to 1 per attribute lv (4 mav attribute lv) number of guard can be summoned.
    ! Guards attack when you attack or use/channel templar skills.
    ! Guards will move in a specific formation around you
    ! Guards last forever or until zone change.

  • Guards will be the same as shinobi clones except all they can do is attack. They won’t be able to copy skills.

  • Pied piper summons mice per song skill

Summon guild member
The problem here is the CD. Instead of placing a 600 sec CD on the skills you could place it on the guild member being able to accept. Make it so an already summoned guild member can’t accept until after 600 sec.

  • Summon guild member
    Summons a specific guild member to your location. You need permission from the specific guild member. Should that specific guild member accept, he gains a debuff preventing him from being summoned again.
    Debuff duration 600 - (skill lv * x) sec
    CD 0 sec
    ! attribute: reinforcements - guildies close to you receive a buff that speeds up the debuff counter of summon guild member for 1 sec per attribute lv (x max attribute lv).
    !attribute: adrenaline rush - guards deal more damage

  • The debuff countdown is similar to the debuffs we get for completing CM. CM counts down to a specific time where as this new debuff could countdown from a specific number (600).

  • Other classes have attributes/skills to reduce intervals for the effects of their skills
    ! Clerics have cure: damage interval
    ! Plague doctors have incineration: fast responce
    ! Wugushis have that new skill from the rework

Warp to guild member
This is the same as with summon guild member. Apply the CD as a debuff to the guild member that prevents the templar from warping to the same guild member for 600 sec

  • Warp to guild member
    Warp to a specific guild member’s location. You cannot warp to guild members who are in an instanced dungeon. The specific guild member gains a debuff preventing you from warping to him again.
    Debuff duration 600 sec
    CD 0 sec

Build guild tower
Add in the ability to teleport and respawn at the tower for guildies.

Reduce craft time
Again, why the 600 sec CD?

Battle orders
My only problem again is the CD. I don’t know if devs have a way to count how many players you buffed (can affect) but they sure can count how many players are in your party. The duration can stay as is but allow party member count to reduce the CD.

I would also like for this to be a channel (can move) like bwa kayiman.

(As per @Pokart’s suggestion)I would change this to

  • Battle banner
    Wave (mobile channel) a banner to Increases movement speed of guild members near the templar to the maximum value. The effect disappears when moving away from the templar.
    Decreases the movement speed of nearby enemies.
    Duration 4 + skill lv
    SP per sec 9 + 3 * skill lv
    CD 60 - 7% per guard sec
    ! attribute: command - reduce the CD of battle banner by 10% per party member (excluding you) up to 40%.
    ! attribute: brandish - guards will perform learned lv of brandish during this skill (none if brandish is not learned)

  • Mortal slash has an attribute just like this called mortal slash: command

  • Shinobi clones change the CD’s of clonable skills by the number of clones built into bunshin no jutsu

  • Rush and pouncing are mobile channels

C2
Now we move away from guild interactions and go to party interactions. Something to note is c2 gets 4 new skills (instead of the usual 2). This should highlight how horribly lacking c1 is.

Buff share
Why? Linkers already do it (better). I would change it to

  • Re-assign guards
    Place a tile on the ground (ground targeted) to station (a buff) your guards to that location. Guards will follow party members that step on the tile.
    Tile duration 5 + 1 * skill lv
    Buff duration 15 + 1 * skill lv
    CD 20 - 2.5% per guard
    !attribute: adrenaline rush 2- guards deal more damage

  • This will be the low CD “go to” damage skill for the templar. It will be low cd because all you are doing is moving guards around. The attribute will be like an enhance attribute, only it won’t reach 100 lvs

Forge
Now this is actually interesting (on a swordie perspective at least). On top of what it already does, it opens up additional use with guards and other skills.

  • Forge
    Erects a forge that deals damage in all directions. The forge detects hidden enemies. ‘Forge’ item will be consumed.
    Duration 80 + 20 * skill lv
    CD 180 - 2.5% per guard sec
    ! attribute: command - reduce the CD of forge by 10% per party member (excluding you) up to 40%.
    ! attribute: guard - your forge can be affected by re-assign guards
    ! attribute: battle banner - casting battle orders will also apply around the forge.

  • This would give guards something else to do other than attack around you. Having them on the forge would increase damage around the forge allowing you to be safe somewhere else

  • Adding battle orders to the forge simply increases the area where you apply battle orders (being the area around you and the forge)

Shield charger
This would be the same as the forge

  • Shield charger
    Build a Shield Charger that grants guild members a protective Shield Gauge.
    A ‘Shield Charger’ item is required to build a Shield Charger. The durability of the shield can be recovered once it reaches a certain threshold. The shield’s maximum health is equal to 2 times your own HP.
    Shield amount (30 + 7 * skill lv)%
    Protectable targets 4 + skill lv
    Duration 90
    CD 180 - 2.5% per guard sec
    ! attribute: command - reduce the CD of shield charger by 10% per party member (excluding you) up to 40%.
    ! attribute: guard - your shield charger can be affected by re-assign guards
    ! attribute: battle banner - casting battle orders will also apply around the shield charger.

Mortal slash
No! It is a weapon specific skill and that is a big enough as it is with class building. No! I would change it to

  • Brandish
    Command your guards to brandish their weapons at their location
    x% attack per 0.3 sec
    Duration 5 + 1 * skill lv
    CD 40 - 2.5% per guard
    ! attribute: command - reduce the CD of brandish by 10% per party member (excluding you) up to 40%.

C3
I believe c3’s (of every class) should greatly improve on the class in general.

  • Passive attributes
    !attribute: brandish - guards will perform your learned lv of brandish during channels (which would be stabbing, rush, pouncing, battle banner, and rallying banner)

  • Hunters used to have auto rush dog on attack

Non-invasive area
It’s nice and all, but it completely breaks from what was “established” at c2 (building things and guard damage things). I imagine this would be some sort of rallying cry like “Ahoo!!” from 300. I would change it to

  • Rally banner
    Wave (mobile channel) a banner to rally those around you. This area gives guild members the ability to block magic.
    Duration 10 + skill lv
    Additional Block Chance 15 + 3 * skill lv
    SP per sec 42 + 2 * skill lv
    CD 60 - 2.5% per guard
    !attribute: command - reduce the CD of rallying cry by 10% per party member (excluding you) up to 40%.

  • Bokors get their zombies to “do something specific” while channeling with bwa kayiman

EDIT
Changed battle orders to work like Rallying cry (a channel).
Added in @Pokart’s suggestions.

In my opinion, Reduce Craft Time should be made into an attribute to Guild Tower skill. Something like: “Any member of your guild crafting near your guild’s tower will receive a 5% craft time reduction per attribute level. Max 5 lvls”

2 Likes

If Templar was to be reworked, I think I’d like to see it receiving party oriented skills like we had in Advanced Parties in FlyFF: http://flyff-wiki.webzen.com/wiki/Party

Concerning your comments, I don’t think Templar C1 is outdated because you don’t need to be the guild leader to use the utility skills. Build Guild Tower should be a feature for the guild master only and upgraded via Guild attributes and Reduce Craft Time could be another attribute like @Zeucleio suggested. With those two removed, we could include two skills based on FlyFF adv parties, for example: Precision and Link Attack (can’t be used together). Meanwhile, Summon and Warp to Guild member are great skills and they should remain exclusive to Templars. Battle Orders is fun, but it would be better if they added an attribute to give it a residual effect (movement speed boost remain for a few seconds or decay over time when leaving the area of effect).

You underestimate or don’t know how great Buff Share is. It allows you to share buffs that can’t be shared via Spiritual Chain and it’s extended to your whole guild! You can share buffs even with guildmates that aren’t in the same party as you, even Ein Sof!

I don’t really like Forge, but I don’t know how I’d improve it without repeating mechanics that already existis in the game. Shield Charge is borderline OP and Mortal Slash could become something that draws power from your allies. How about a charged skill like Dimension Compression that adds 0 to 100% of the sum of your party’s attack to your attack before its damage is calculated?

Union Slash [Templar Circle 2]
Draw the power of nearby allies to charge a powerful attack. Quick Cast has no effect, but the longer the skill is charged, the more power is drawn from your allies.
Attack: ?% * [user_PATK + (0~100% * party_total_PATK)] x 3
Max Charge Time: 2 seconds

  • Union Slash: Enhance [Templar Circle 2]: Increases the damage dealt on an enemy with [Union Slash] by 0.5% per attribute level; +10% added damage at maximum level
  • Union Slash: Overedge [Templar Circle 3]: Increases [Union Slash] max charge time to 3 seconds, allowing to further channel the power of nearby allies

I like your suggestion for a replacement for Non-Invasive Area, but instead of a cry, it would be pretty cool for Templars to have war drums or maybe a war horn.

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If only it didn’t bug other guild members to 1/1 HP and killed them. lol
Other than this, it’s really great.

The bit about being outdated was that these skills were made because only templars could be guild leaders. It would normally be “only guild leaders get these skills” therefore should be in the guild tab. I later say that on the other hand they still work (don’t break anything) so it’s ok for them to stay with the templar.

Not hating on the skill or anything like that, but why is templar dipping into things wizards can do (battle orders = haste + slow, buff share = spiritual chain). Some buffs were made unsharable for a reason and bypassing that reason will just put the skill under a magnifying glass then inevitably changed. I just want to skip the middle man and go change it now.

I sort of under stand. The short uptime means it’s just a prep skill meaning “if you see this skill, start buffing”. It feels like something you do before combat, not during.

Now I have this image of a templar DW 2 guildies for this skill. Joking aside, I like the war drums/horn. It could even be a banner (remembers the flag off hand or the scout perspective distortion - needs to be bigger though).

Will edit to put your ideas in.

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Me and my guildmates ran a few tests with Kabba+Templar gimmicks, and it seems like the bug occurs when you have double Ein Sof attribute activated. Ask your Kabbas to disable the attribute and it’ll work fine! :slight_smile:

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With war on the horizon, I can imagine templars becoming more popular as combatants due to share buffs being the only way to share ein sof on mass (if it’s not already the case in klaip server). What do you think the chances of this staying as is after the ein sof and healing rework?

Nah, bad idea … templar dont need one more rework, he is fine now at GTW (pretty strong).
the only thing that templar need’s now is some passive