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Thread: Templar

  
  1. #1
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    Default Templar

    Name: Templar

    Stats:

    Health: Above average
    Attack: Average
    Agility: Below average
    Armour: Average
    Speed: Average
    Accuracy: Above average
    Intelligence: Average
    Manufacturing Skill: Below average
    Training Rate: Average
    Recovery Rate: Average
    Luck: High
    Wage: Above average

    Skills:
    Level 1: Attack
    Level 2: Crossbow (bolt/arrow)
    Level 4: Defend
    Level 9: Upgrade Rally (passive)
    Level 10: Holy Light

    Passive abilities:
    Rally

    Skill explanation:
    Level 1 Attack: Attacks the enemy with a sword.
    Level 2 Crossbow (arrow): The Templar can now draw on a weak crossbow and will use it when being unable to attack enemies close up. Despite this ability, Templars cannot enter into sniper mode due to a relative short range. Also, this skill cannot be used in combination with the level 4 ability. The Templar takes some seconds to switch weapons.
    Level 4 Defend: The Templar put his shield at front, taking reduced damage from small projectiles and has a chance to ignore damage completely at the cost of reduced moving speed and a penalty to agility. Defend offers no protection against large projectiles such as meteor and affecting projectiles such as freeze and lightning.
    Level 9: Upgrade Rally (see below)
    Level 10 Holy Light: Damages an enemy (1.5x versus undead) or heals an ally for a low-moderate pre-set amount up to a timeframe lasting 15 seconds from a small distance. Templars cannot cast this upon themselves. Multiple castings do not stack but instead reset the timer.

    Passive abilities:
    Rally: Units surrounding next to the Templar gain a bonus to morale, making them more likely to stand their ground rather than fleeing. This effect does not stack but Templars themselves do benefit from this aura, and even more when upgraded. When reaching level 9, the aura also gives minor bonuses (set values, not percentages) to the ‘’Attack’’ and ‘’Armour’’ . This aura also does not stack.

    Information:
    Templars are holy soldiers sworn to defend the people, faith and all what is Good. Templars are well armoured and trained soldiers famous for their swordfighting skills and can be theatening even to elite units, beings aligned to Evil especially are no exception. Templars are often seen with other holy Heroes such as Monks and Fairies, inspiring them to push themselves to greater heights.

    Behavior in Dungeon:
    Templars are extremely versatile; being able to do most jobs moderately well but will often choose to hang out in the temple rather than training or do guard duty. They can be introduced to the library or workshop when forced to. Though the battle is where they truly shine, being able to fulfil most combat roles but then again, they don’t excel particularly on any field.

    Battle style: Blocker

    Jobs:
    Praying
    Training
    Guarding

    Obtainable By:
    Torture almost exclusively

    Hates:
    Torture

    Loves:
    Praying

    Lair: DK1 Hero lair

    Appearance:
    Templars wear a combination of semi-cermonial platemail armor and clothing, but are generally less heavily armored than Knights. They wield a kite shield in one hand and a sword in the other, and got a crossbow on their back. The Knight Templar symbol is one way or another displayed on their armor.

    Pictures:

    Spoiler

    Last edited by Duke Ragereaver; March 1st, 2011 at 13:20.


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  2. #2
    Elite Dragon Mothrayas's Avatar
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    Default Re: Templar

    The rallying system sounds like it could cause some real broken effects if you stuck a bunch of these together at level 9 or up. They'd be able to just pwn stuff with up to 5x stats to all of them, as well as heal each other if they're level 10.

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  3. #3
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    Default Re: Templar

    Hm, looking back it does make the Templar too useful... very well changed so it doesn't stack. About the level 10 skill; what about changing it to a relative weak DoT (Damage over Time) / HoT (Heal over Time) that does not stack but instead prolong the effect?


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    Default Re: Templar

    Quote Originally Posted by Duke Ragereaver View Post
    Hm, looking back it does make the Templar too useful... very well changed so it doesn't stack. About the level 10 skill; what about changing it to a relative weak DoT (Damage over Time) / HoT (Heal over Time) that does not stack but instead prolong the effect?
    That would prevent the ability being spamable, and stop it from being able to instantly heal themselves back up to full Health. Problem is it might nerf it too much so that it isn't useful for when casting it on other Units. Perhaps they can't cast it on themselves, period. But then it is questionable if other Healers can Heal them.

    Quote Originally Posted by Duke Ragereaver View Post
    Templars cannot cast this upon themselves.
    When you say "themselves", do you mean the user cannot cast it on himself, or that he can't cast it on any other Templar at all, including himself?
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  5. #5
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    Default Re: Templar

    Quote Originally Posted by Metal Gear Rex View Post
    That would prevent the ability being spamable, and stop it from being able to instantly heal themselves back up to full Health. Problem is it might nerf it too much so that it isn't useful for when casting it on other Units. Perhaps they can't cast it on themselves, period. But then it is questionable if other Healers can Heal them.
    It must be good enough it can ease the incoming damage, but not to the point the unit in question can totally ignore it.

    When you say "themselves", do you mean the user cannot cast it on himself, or that he can't cast it on any other Templar at all, including himself?
    The former.


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    Default Re: Templar

    Perhaps defend could have a small chance to deflect some ranged attacks back towards the enemies ranks? Or perhaps a chance to absorb them and give a minor health boost?
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  7. #7
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    Default Re: Templar

    Quote Originally Posted by MeinCookie View Post
    Perhaps defend could have a small chance to deflect some ranged attacks back towards the enemies ranks? Or perhaps a chance to absorb them and give a minor health boost?
    IMO that would give the ability too much power. And the latter doesn't really makes much sense to me...

    Change: Holy Light damage/heal timer resets rather than be prolonged upon multiple castings.


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