replied on Monday, June 24 2013, 01:41 PM #Permalink
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This passive was updated to include extra PvP damage before our 3rd jobs to give tank type jobs a much needed boost in the battlefields. It's probably overkill now that they have increased damage and ITD on some skills.
Removing it might hurt the lower level 2nd job campers a bit, but not too much.
replied on Monday, June 24 2013, 01:45 PM #Permalink
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What about lowering the bonus/base/ITD damage on the 3rd jobs skills? That way it allows the lower level campers a continued chance whilst balancing out the higher level characters?
replied on Monday, June 24 2013, 02:22 PM #Permalink
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Aquarius is right, after the new jobs came out a lot of melee's job changed to templar rather soon after, that signals something not so right with the class. There needs to be some tweaks made to Templars, I don't think this can be ignored now.
replied on Monday, June 24 2013, 02:23 PM #Permalink
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They are fine with clotch 15 % absorb , pots 10 % , Tarot 12 % shield 9% guild 5% , turkey 5 % , Easter event food 5% ,. idk what absorb at all , give their skils , but im a Vanq and i can hit max 10 k . They are sure so fine .
replied on Monday, June 24 2013, 02:33 PM #Permalink
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The biggest issue isn't how much damage they can soak up, it is a Tank class after all. The issue with higher level/geared Templars is the amount of damage they can soak up AND dish out.
replied on Monday, June 24 2013, 02:51 PM #Permalink
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Hi , i was just kiding
But honestly ~~
U alone said is TANK . Mean Tank Dungeons , boss and soe of this kind stuff .
They should have the absorb to can do .
But in same time they just should have on skils Add damage to boss (some %% ) Not ignore def or any of that ..
Tyvm
replied on Monday, June 24 2013, 06:54 PM #Permalink
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I have already made a few changes to some of their shield skills that were, if used in the correct order and time, pretty overpowered, allowing them to ignore a lot of attacks. Still looking at other options and fixing some skills of other jobs and then I will make an update.
replied on Tuesday, June 25 2013, 03:29 PM #Permalink
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The Templar is a pvp tank, designed as a pressure switch so it can apply cc and damage to it's target(s) whilst keeping the focus off of the squishier characters in it's team, it's not supposed to be an outright killer but it is designed that it can deal damage whilst not dieing.
replied on Thursday, June 27 2013, 09:17 AM #Permalink
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my opinion i play scout not trying too be greedy or anything but i has being wondering are't scout,snipers,hunters,sharpshoter ect ect also good dmg dealer they do some over time dmg i think they should be taking looking at more dmg would be nice add some bonus and ect i rarely see people playing scouts in iris or hunters make them a bit more stronger too balance out there unique fighting style as well i do agreed with you guys tamplars need too be nerf or change there 3job idt like buddy said way too overpower as well as they can eat dmg and dish out that just ridicule well thats just my opinion
replied on Thursday, June 27 2013, 10:25 AM #Permalink
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No more debuffs T_T
I have one suggestion though, I can't remember off the top of my head but the second ITD, the one from the Templar tree, it doesn't generate additional aggro like it's Knight counterpart (can't remember the names of both skills atm). Could this be changed Sedy so that it generates additional aggro?
replied on Sunday, June 30 2013, 06:52 AM #Permalink
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Give us boost in movespeed, then we templars are settled. Some of the magic caster class outrun us. Not to think they cast stuns and pushes, so we turtles can find a way to run also? :3
so yeah it will be great if we can have atleast +50 movespeed (passive).