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Introduction
The Templar is the core defensive class in Aion, and thus usually by default assumes the role of party leader. It is your responsibility to ensure the safety and survival of your group as you navigate them through countless dangers. As a Templar, you are allowed to wear all armor types, but will generally outfit yourself in Plate Mail and a Shield.
Awareness
Being a Templar isn't as simple as just convincing your enemy to dent your armor instead of your Sorcerer's head. You are essentially the leader of your group and it is your job to not only protect them from the obvious, but from any surprises as well. Surprises can include spawned adds, aggro from patrols, bad mob links, or anything else that puts you up against more than you'd originally plotted out. The important thing to do is keep a level head and know when to fight and when to run. Remember that the more CC your casters put out and the more heals your Priests put out, the harder it will be to control the enmity.
Targeting
Marking Targets
Your team needs to know what you're thinking. Marking targets is a fast and effective way for your group to understand the battle plan. This is especially important if you're not using any voice communication. Be sure to designate to your group which symbols mean what as each Templar has a different method for marking and controlling mobs.
Protection
Keeping your Healer alive
Healers are your ticket to staying alive so it is essential to protect them if they steal aggro from you with their heals. Stack enmity as much as you can on your targets. Be aware that your healer has the ability to take a few hits while healing themselves, but also know that each heal raises the enemy's enmity against them. Stay calm, interrupt specials with your Inescapable Judgment, and use your full arsenal of enmity abilities until you regain control of the mob. When all else fails, employ Bodyguard.
Keeping your Caster alive
The best preventative measure you can take to keep aggro off your caster is to gain control of a mob before the CC on them breaks. If a target has been slept or tree'd, target them every so often and use your taunt. The CC on the mob will NOT break while using skills such as taunt, incite rage, and provoking roar. If your target has been under CC for a while, they've been building up a LOT of hate against your caster and your healer so if you've got a patient group, cycle through your taunts a few times while the target is CC'd before you start attacking it. Make good use of the Do Not Disturb marking in this situation so your party knows not to attack it until you give the OK. When all else fails, employ Bodyguard.
Keeping your Scout alive
Assassins and Rangers can do massive damage and with attack speed buffs and high crit ratings, it can be very difficult to hold aggro with them in your party. If you find yourself losing aggro to your scout, begin the fight with Incite Rage and Taunt- before your scout attacks and continue to use them each time they recharge. If you still cannot keep aggro, much of their survival is in their hands. They can employ Calming Whisper, Aethertwisting and Focused Evasion to avoid big hits and you can use your Inescapable Judgment to pull enemies off them and interrupt high damage specials until you can regain the aggro. When all else fails, employ Bodyguard.
Core Attributes
These values determine your character's stats.
Hit Points: Your health determines how much damage you can take before you cease to live.
Physical Defense: Ability to mitigate melee and ranged physical damage. The more PD the less physical damage you take.
Block: Ability to block and reduce damage from attacks. To block you must have a shield equipped. The amount of damage absorbed is dependent on your shield's stats only, not your block rating.
Parry: Ability to defend yourself with a weapon. Like block, parrying will reduce damage of an incoming attack by a certain amount.
Magical Resistance: Ability to resist incoming damage and debuff spells. Resisted spells have no affect.
Templar Gear
Weapons
One Handed Sword: One-handed sharp weapons. These weapons have high accuracy and parry rating, in addition they have moderate physical crit rating.
Mace: One-Handed blunt weapons, usually designed for classes with magical abilities. They have high accuracy, moderate parry rating, and low physical crit rating. To counter those low stats they offer magical boost and magical accuracy.
Greatsword: Two-handed sharp weapon, usable only by Templars and Gladiators. They have moderate accuracy and parry rating, low physical crit hit rating and slower attack speed.
Shield: a Templars shield is not only a defensive tool, but also an offensive weapon. It gives damage reduction and allows for blocking which in turn activates certain Templar abilities.
Armor
Plate Armor: Strongest armor available for any class in the game. Plate armor is usable only by Templars and Gladiators. It offers high defense rating but low evasion and magic resist ratings.
Chain Armor: Second strongest armor available, Templars will use this type of armor early on in the game. It is generally designed for spell users as it offers not only evasion, but boost to magical abilities as well. It offers a moderate Magic Resist boosts.
Leather Armor: Second weakest armor available, leather is designed for light defense and great evasion and mobility. It offers a moderate Magic Resist boosts.
Cloth Armor: Weakest armor in the game, cloth armor is designed for magical users since it offers high magical boost, in turn it has very low defense. It offers a high Magic Resist boost.
Pros and Cons
The Good
It is obvious due to the nature of the Templar having Heavy Armor like Plate and skills and abilities that increases their defense and even hit points that they are very durable in combat. In PVP this will make you survive longer not only because you suffer less damage, but also because you are not a primary kill target.
The true goal of the Templar is to tank. If you love tanking this is the class for you. But take note as a Templar you are expected to be expert at tanking.
The Bad
Having high defense means Templars do less damage. It is why, while leveling especially, it will take a longer time to kill mobs. In PVP you are more useful as a tool rather than a damage dealer, using stuns and interrupts to harass the enemy. You will have difficulty in 1v1 PvP against most classes, especially early on.
Templars have very few ranged attacks. This means Templars are forced to often close the gap and head into melee range in order to perform at their best. After level 33, you should always use speed enhancing boots and keep a supply of Run Speed and Raging Wind scrolls for that extra boost.
Manastones
Defensive
The most important manastones you can put in your gear for a defensive build are shield block and HP. This is because most of your important skills are activated when you block, so increases the chance of passive block chance is important.
Offensive
When leveling, going offensive sure is much better for the obvious reason that enemies dies faster. This also allows you to tank mobs easily since you should in theory generate much more threat aswell. You should then use manastones that provide Physical Crit. Templars can deal very decent damage while using a crit build, so if you wish to be more offensive, reach the 440 crit soft cap then stack HP or Physical Attack for your remaining slots.
Source: Aionsource
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