With Help from [M]agna_[C]arta i've put together this chaining-tank.
I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:
I. The Templar - For the skimmer: a quick explanation of the basic concept, attributes, insignias, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.
I. THE TEMPLAR (T):
-Blade of Hope, Temple Guardian (balthazar+Dwayna's)
"Betrayers, murderers, theives, know my name...and my lance!".
Skill and Boss Color:
-White
Emblem - White Rose
Followed God/ess/s:
-Balthazar/Dwayna
Racial Availability:
-Human and Norn
Health and Energy:
-Maximum Health 480.
-Maximum Energy 25.
-2 pips of energy.
Armour:
Headgear
-Crystal
-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-60
-Maximum: AL 70
Polearm.
Slashing/Piercing Damage 9-37(req.9 Polearm)
Two-Handed
oen attack every 3.22 seconds.
Background:
A Templar is a knight of the Gods, although he/she is mainly affiliated with Dwayna and Balthazar.
They are also refered to as the 'Guardians' of the temples of both balthazar and Dwayna.
The Templar's weapon of choice is a long bladed shaft of steel, a Lance/Polearm, which he or she uses to great effect in combat. A Templar will not use shields or offhands due to their finnesse with the two handed Lance/Polearm, and will rarely be seen using any other weapon.
Function:
The Templar acts as a blend between a Warrior and a dervish. He/she will use his/her Lance/Polearm using chained skills which actually improve the next attack. This improves combos and also spreads conditions to the enemies. All chain attacks use adrenaline alone and so obviously need a huge supply of it, which is where the Templar's 'temporal management comes in. Using this a Templar can release untapped adrenaline without having to make it up in battle. However unleashing this energy usualy costs energy and makes the Templar temporarily weak. A Templar would most probably be best suited playing a tank or supportive tank role due to the high amounts of damage it gives off.
Attributes:
1) Temporal Management (Primary Attribute) - Affects how much adrenaline is made.
2) Lance Mastery - affects the damage output of Lance/Polearm Mastery linked attacks.
3) Chained attacks - Affects how powerful skill buffs/conditions from chained attacks are.
4) Finesse - affects Dodging/Counter abilities
Strengths:
1) The Templar gives off strong damage from chained attacks.
2) The Templar can redirect damage from attacks onto the enemy.
3) Once the Templar has started many adrenaline linked skills, he gains more and more, fuelign new attacks, counters, and condition offloaders.
Weaknesses:
1) The Templar is prone to damage while casting temporal Management skills.
2) The Templar is prone to excessive damage from being interupted.
3) A Chained combination can be ceased immediatly by being interupted.
Insignias:
Comrade's Insignia
-Bonus +5 (While there are 1 or more Templar Adjacent to you)
+5 (While there are 2 or more Templar Adjacent to you)
+5 (While there are 3 or more Templar Adjacent to you)
Vulnus Insignia
-5 energy (while effected by a hex)
-20 health (while effected by a hex)
+20 armor (while effected by a hex.
+5 strokes of adrenaline (when effected by a hex)
Originality:
Temporal Management.
This skill gives the Templar a new way to fuel his/her attack skills/Chained attacks by unleashing stored adrenaline not accounted for on the character's status. With this, a player could use ANY adrenaline linked attack skill with the Templar potentially fueling very spammable and strong attacks.
Chained Attacks.
Using this Attribute, Templar's can string together many attacks in one 'phase' which can be ended with a phase ending skill. If a 'phase' is interupted before it is finished, The Templar is dealt with 2 damage for every attack skill in the phase.
The Lance/Polearm.
http://www.goblinworkshop.com/pics/renders/302-1214.jpg for an image of a Lance/Polearm
The Lance is a large, steel weapon that a templar uses to swing about his person inflicting damage with a wide variety of skills. The Lance also has a 10% chance of ignoring the effects of the next STANDARD attack used by an enemy onto the Templar. This excludes skills.
II. TACTICS:
In general:
The Templar should cast a temporal management skill straight away to make a pool of adrenaline, which he would use to cast a 'chain starter' skill. These usualy last a considerable time, giving the Templar a chance to choose a target an begin chaining skills. By chaining skills, the Templar will receive small amounts of Adrenaline to fuel the next attack.
Using Finesse a Templar can actualy COUNTER an enemies atack and possibly even redirect that damage.
Conditioned tanking:
The Templar immediatly casts a temporal management spell, eg 'call to fury', in order to start a pool of adrenaline. Possibly then charging into the first target and beginning chained attacks. If he/she is interupted, the Templar will either use basic Lance Mastery skills to build up Adrenaline, or fall back and recast a TM spell, eg 'Mark of Anger.' If attacked largely, the Templar will use Finesse linked skills, eg 'Parried swing', to take the damage but pass any conditions, hexes along with the same damage, onto the enemy.
III. SKILLS:
Temporal Management
Call to Fury - 10e, 30r, 10 cast time. Enchantment. For 14...28 seconds, You have 5...12 strokes of adrenaline. You have -2 health and mana degeneration while this enchantment is active.
Mark of Anger - 15e, 35r 10 cast time. Elite Enchantment. You are knocked down, you suffer from bleeding for 10 seconds. As long as you maintain this enchantment you gain 1...5 Adrenaline every time you hit a target foe with an attack.
Flame of Fury - 5e. Stance. You move 90% slower but gain 1...4 strokes of adrenaline for each attack dealt. if this stance is removed by an enemy, you are knocked down and suffer from burning for 5 seconds.
Lance Mastery - ***These skills are mainly used if a Templar has run out of energy
and is being attacked too severely to recast a temporal management skill.
Impressive Swing - lance attack, 5e. You deal +4...+12 damage
Brutal lunge - lance attack, 5e. You deal +2...6 damage and cause a deep wound on target foe for 10 seconds.
Flurried attack - stance, 5e. For 20 seconds you attack and move 33%...66% faster.
Chained attacks.
Signet of Balthazar. Enchantment, 10e. A string of attacks begins, your next chained attack will deal +3...5 damage and deal Holy Damage.
Dwayna's Strike. Chained attack, 5a. This attack strikes for 4...8 damage
Your next chained attack will deal holy damage and will strike for +3 damage.
Finishing Blow. Elite Chained attack, 15a. This attack ahs NO additional damage from previous attacks. For every chained attack in the previous chain, you deal +3 damage.
Finnesse.
Dwayna's Barrier - Stance,15e. You cannot move. For 30 seconds, if you suffer damage, you pass 2 conditions and the same damage onto enemy foe.
Artfull dodge - Skill, 10e. You suffer bleeding for 10 seconds. For 10 seconds you cannot be the target of attack skills.
Countered strike - skill, 5e. You deal the equivelant damage of the last attack skill used on you on target foe.
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