[3.10] Sovyn's Lazy Pally - Tanky Templar with Max Block

Do you guys think the new 1.0 changes will affect the lazy templar a lot?
I worked hard to be able to run all my auras (wrath, grace, purity, hatred and determination), to be very tanky while doing good damage. my guess is I'll only be able to run half of them without changing the passive tree.

I'm exited for most of the changes, but that one I'm undecided about. obviously so far that's all speculation...
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MildlyClever wrote:
Any of you with this build try to get IIQ/R gear up for some farming?

I am not talking about high IIQ/R and doing maps etc like high MF sporkers seems to do, more like docks.

I have put together some gear over the past three weeks.

I have a 5L chest (got lucky linking them with few fuses a while ago!) - and use an IIQ gem when doing the "farming".


IIQ is going away somewhat in the future.

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Chris wrote:
Far too many items drop towards the end of the game. You've all seen the screenshots from maps where the ground is literally plastered in items.

The party bonus to item drops is being changed so that it is more in the direction of Item Rarity and doesn't have as much affect on Item Quantity (you still find the same rate of Magic/Rare/Unique items as before). We're making sure that it has its full quantity effect on the drop rate of Skill Gems and Currency Items. The Item Quantity Support Gem and Item Quantity mods on magic/rare items do not spawn in the new Domination and Nemesis leagues (they still appear on Unique items). The results of this experiment will help us determine how much Increased Item Quantity should stay in the game.

We have globally altered the diminishing returns values for Increased Item Quantity and Increased Item Rarity so that they are a little less effective. It's not a major change - MF characters will still be quite useful, but will feel less mandatory.

Note that while this may seem like a strict nerf to item acquisition, we've made these changes in conjunction with other changes like doubling the drop rate of act bosses in Merciless and the addition of Rogue Exiles to the core game (which drop a lot of items). There's slightly less emphasis on personal MF values and more on environmental ones. We believe that's a good thing.
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tommigee wrote:
Do you guys think the new 1.0 changes will affect the lazy templar a lot?
I worked hard to be able to run all my auras (wrath, grace, purity, hatred and determination), to be very tanky while doing good damage. my guess is I'll only be able to run half of them without changing the passive tree.

I'm exited for most of the changes, but that one I'm undecided about. obviously so far that's all speculation...


Here's what's been said so far on this officially, for those who have not seen it yet:

"
Chris wrote:
We had two problems with Auras:

Using various tricks like Blood Magic, end-game builds would run six or more auras at once. This resulted in very little aura diversity or interesting party synergies.
Their effects were not impactful enough. If you had six active ones, it was a big difference, but each individual aura wasn't incredibly meaningful.


To solve this, we're making auras more powerful but are increasing their mana reservation costs. There are new aura cost reduction passives that allow you to specialise in having many auras if you still want to be a full-on aura character. Now each aura that affects you can really be felt and there's a lot more diversity in aura loadout. When we're testing high level characters it's amazing how different they feel when different combinations of auras are selected.


Worst case we may have to run only Grace and Determination on mana. That would require better gear, but still less so than most builds as we are at least 20-30 all elemental resists ahead of most from our passive tree.

It remains to be seen how much the costs will go up, and how fruitful the aura nodes will be and where they are located.

In any case, "more powerful" probably means we will become even tankier than we already are, but may do a little less damage depending on how this plays out.
Last edited by Sovyn#2637 on Oct 15, 2013, 3:45:44 PM
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Sovyn wrote:


IIQ is going away somewhat in the future.



I agree - but that is a few weeks away atleast I think, since GGG probably would wait till data from the new league (where IIQ is disabled etc) before rolling it out to standard - so probably 2 months or so?

I do notice a very big difference in drops with this gear on. The downside? spending too much time in docks/tidal island gives a false sense of security. I swapped out to my usual fighting gear (max resists etc), and did a solo map. The first pack of monsters I ran into, I swung once and stood like an idiot and died - guess I got used to killing mobs in 2 swings the past few days or something. I did go back and finish the map though :)
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MildlyClever wrote:
"
Sovyn wrote:


IIQ is going away somewhat in the future.



I agree - but that is a few weeks away atleast I think, since GGG probably would wait till data from the new league (where IIQ is disabled etc) before rolling it out to standard - so probably 2 months or so?


They probably won't nerf the existing uniques with IIQ, so Perandus Blazon may be fine (not that it's a huge bonus or anything) - I use one on another of my characters and actually found a couple spares - seems to be one of the more common uniques. I also threw Aursieze on there but have not honestly noticed any difference in drops - I still get a packfull of yellow items for clearing a map either way.

Certainly we have a chance to survive wearing these types of items because most of our defense comes from using a shield. Giving up life for IIQ/IIR is the main problem because sometimes a hit can get through the block and evasion.

I'm thinking the best / safest approach for farming is in fact not changing your life gear out but instead using the IIR/IIQ support gems and just being patient with the slower kill speed. For those with BoR, the kill speed would still be decent due to the native supports.

Of course, for those not self found, they have the option of buying rings and so on with high life and some IIQ/IIR on them as well. I'd imagine something like that could be had just shopping through the bargain shop threads.
Due to popular demand, I added my official answer to the pressing question of the bandits to the guide as follows:

Bandits
As you progress through the game, the question will arise - what is the best way to do the bandit quest? The answer:
Normal: Side with Oak for the 40 life, unless you own a Kaom's Heart that you plan to equip later.
Cruel: Kill all bandits for the skill point reward from the townsfolk.
Merciless: Kill all bandits for the skill point reward from the townsfolk.
Did pick the "Berserking" node, that is 15% attack speed, and boy it is awesome. wish i had gone for it alot earlier. The benefit from that extra attack speed is so good i did start to wonder if i should remove "resolute technique" and switch to "finesse" 8% attackspeed, 20% increased accuracy, +20dex.

Now numbercrunching makes my head hurt, so what do you think?

Atleast next time i die and start to make a templar ill gofor "berserking" as soon as possible, especially if i use a sword, having 95% chance to hit is easy come while leveling.

And "inner force" circle, is so close but are they worth it? So far ive thought no. But atm, removing two 6% life node and the 30+10+12% armor nodes, while using 5auras, is also making my head hurt by thinking about it... guess i go stomp on some skeletons and get another level.

ps.

The gear is starting to look :) (16k dps good)
"
Hierokliff wrote:
Did pick the "Berserking" node, that is 15% attack speed, and boy it is awesome. wish i had gone for it alot earlier. The benefit from that extra attack speed is so good i did start to wonder if i should remove "resolute technique" and switch to "finesse" 8% attackspeed, 20% increased accuracy, +20dex.

Now numbercrunching makes my head hurt, so what do you think?

Atleast next time i die and start to make a templar ill gofor "berserking" as soon as possible, especially if i use a sword, having 95% chance to hit is easy come while leveling.

And "inner force" circle, is so close but are they worth it? So far ive thought no. But atm, removing two 6% life node and the 30+10+12% armor nodes, while using 5auras, is also making my head hurt by thinking about it... guess i go stomp on some skeletons and get another level.


16k with melee splash is really nice!!
are you thinking about getting quality inf blow and melee splash? I hear it makes a huge difference with hitting mobs. also, how do you manage mana? I currently have one spot in bringer reserved for mana leech, but thought about switching to warlord's mark and a bit of leech on gear. not sure it will be enough...

I think depending on the aura changes in 1.0 it won't be worth it to go for inner force anymore. currently I have it cause I'm running 5 auras, but I suppose I'll respec those points into life and damage.

I'm definitely going for berserking as well, currently don't have it yet (lvl 82).
"
tommigee wrote:
"
Hierokliff wrote:
Did pick the "Berserking" node, that is 15% attack speed, and boy it is awesome. wish i had gone for it alot earlier. The benefit from that extra attack speed is so good i did start to wonder if i should remove "resolute technique" and switch to "finesse" 8% attackspeed, 20% increased accuracy, +20dex.

Now numbercrunching makes my head hurt, so what do you think?

Atleast next time i die and start to make a templar ill gofor "berserking" as soon as possible, especially if i use a sword, having 95% chance to hit is easy come while leveling.


16k with melee splash is really nice!!
are you thinking about getting quality inf blow and melee splash? I hear it makes a huge difference with hitting mobs. also, how do you manage mana? I currently have one spot in bringer reserved for mana leech, but thought about switching to warlord's mark and a bit of leech on gear. not sure it will be enough...

I think depending on the aura changes in 1.0 it won't be worth it to go for inner force anymore. currently I have it cause I'm running 5 auras, but I suppose I'll respec those points into life and damage.

I'm definitely going for berserking as well, currently don't have it yet (lvl 82).


I did chance a soul taker, so mana is nothing i have to worry about anymore.
Did change melee splash for add fire damage, and the dps did go up to almost 22k. did it for a vaal kill, he didnt know what hit him :-) I use 5 manas also. Hmm would get bet having 20% gems would be awesome, guess it would increase aoe with 44% then?
Getting exps is getting slower and slower, so my mule is soon level 60 .-p
Tried some maps with party, but its so messy and spammy its annoying...and the exps was worse then when i solo
Well atm iam as close to broke as i can be i guess, so having quality gems aint a priority. Guess i should try to find more info about 1.0 since its just a few days away.
Anyway new record for me, level 79 in hc.
"
Hierokliff wrote:
Did pick the "Berserking" node, that is 15% attack speed, and boy it is awesome. wish i had gone for it alot earlier. The benefit from that extra attack speed is so good i did start to wonder if i should remove "resolute technique" and switch to "finesse" 8% attackspeed, 20% increased accuracy, +20dex.

Now numbercrunching makes my head hurt, so what do you think?

Atleast next time i die and start to make a templar ill gofor "berserking" as soon as possible, especially if i use a sword, having 95% chance to hit is easy come while leveling.

And "inner force" circle, is so close but are they worth it? So far ive thought no. But atm, removing two 6% life node and the 30+10+12% armor nodes, while using 5auras, is also making my head hurt by thinking about it... guess i go stomp on some skeletons and get another level.


Nope. :) Without RT your chance to hit will be like 70-80%. That's a huge amount of lost damage and leech. Folks without Soul Taker might even run out of mana due to failed leeches and not be able to attack with their skill at all, losing even more DPS.

Berserking is nice indeed. I may consider moving its priority up in the official builds -- I had to get blocking and life nodes first though..... we shall see.

I always suggest a weapon with increased attack speed on it as well. Makes a big difference.

Inner force was nerfed hard a while back and I removed it from the build at that time. It's not worth the 5 points anymore. GGG is also nerfing the auras again in a few days, so we won't be able to run 5 auras anymore anyway, making Inner Force even less attractive. To all -- If you have Inner Force now, don't worry, you will get a full respec on the 23rd to fix it, so don't use any regrets just now.

PS Grats on 79 HC!
Last edited by Sovyn#2637 on Oct 18, 2013, 6:17:25 PM

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