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

Wow, this is a great thread. We've had three or four players posting skill trees, and Sovyn has been in and out of the thread constantly. It's so nice to have a great build with lots of supporters and people willing to help. It is my favourite character and I was a bit worried about making mistakes with the 70-pt respec.

Top-notch work, everyone.

IGN: Gilraene, GraeonDarkshade
OL times: 12:15-12:45 MST (8:15-8:45 UTC), 18:00-22:00 MST (01:00-05:00 UTC)
I always use Heavy Strike on my 78 templar - the knockback with meleesplash helps a lot for me too, so I dont get smothered in mobs (with melee splash, multi strike etc).


Last edited by MildlyClever on Oct 25, 2013, 11:48:32 AM
"
seiferoth10 wrote:

Good call, I finally converted you to the dark side of no reduced damage from crits. /evillaugh
I liked that life leech, ring of life, skip marauder variation the best anyway.


To be fair I had experimented with that exact layout before in my fiddling, except I did not seriously consider actually bypassing marauder start area until you prompted me. :) Credit where due! This was due to the perceived notion that the reduced crit nodes were essential. However, in researching it (after you prompted me) I discovered that they used to be quite good because the devs made a mistake! The nodes were causing crits to hit for 100% multiplier (130% * .7 = 91 rounded up to 100), whereas the intent was to have them reduce the multiplier by 30% of the amount over 100%. So if you have a 130% mulitiplier as most mobs do, then it is only reduced thus: 130% - 100% = 30% * .7 = 21% + 100% = 121%. The .7 part is where the nodes would come in. As you can see in my crude math, it would now only be a reduction from 130% crit multiplier to a 121% crit multiplier, rather than how it used to be. So, the 'fix' was a big nerf. Not worth it anymore.
You guys have convinced me to drop the crit resist nodes and the Troll's blood after following up with my own crit-resist node damage reduction research. So, I guess it is a question of 3 nodes being worth it for 1.5% life regen, the slight mitigation of dmg from very rare damage spike from huge crit damage monster, and also the proximity to the string of life nodes connected to Marauder start. Is my reasoning correct, here?

As I do not have any node past Troll Blood taken, and have 3 8% life nodes I can nab elsewhere, and drop a rejuv totem every 440 dmg points taken, I think 3 passive points make a good trade. The 52% armor cluster by Master of the Arena would really help my achille's heel atm, which is low armor. I'm at level 83, with a 100 point build that is honestly no longer Sovyn, though heavily steeped in Sovyn's wisdom... :)

"
PigOfPain wrote:
Hey Sovyn, is there a Scion equivalent to this build? It was mentioned before but could you explain how the Scion tree could link to this build?.. Thanks!


Here you go.

Note that I can't support multiple classes due to time constraints. :) As it is I spent two whole days trying to improve the templar build for 1.0. :)

The main problem I see here is it starts farther away from resolute technique, and the damage may be a little bit lower. I took Fencing to try to compensate.
Last edited by Sovyn on Oct 25, 2013, 12:26:58 PM
"
bariax wrote:
I tried to find this question in the hundred other pages but had no luck.

How important is it to start as a Templar instead of a Marauder? It seems like as a marauder I could gain slightly more HP and loose some physical damage. With the point being to be tanky, this seems like a positive trade off.

I just died to rupture on HC so I'll be trying the build again. I'd love to hear your opinion on the min/max side of templar vs other possible starting classes. Also, are there any major skill gems I'd miss out on by going with marauder.


Hail bariax! It has been discussed before -- no problem though, happy to discuss again. I don't recall ever being quite satisfied with the marauder variations, always something not quite right. I am sure it will work fine and be "close enough" but I don't think I can officially support multiple classes due to time constraints. :)

Maybe something like this

The life actually ends up a tiny bit lower because you lose a lot of points getting out from the marauder start area.

Other than that, you lose a little resists and gain a little life regen.

Edit, I just noticed that you would also lose 42% damage -- yikes.
Last edited by Sovyn on Oct 25, 2013, 12:47:40 PM
"
antarek wrote:
"
lgenn wrote:
That would be because the link you're following (20 point progression build (approximately level 18)) is a link to a pre-1.0.0 build, and so when the skill tree page tries to load the unique URL identifier for the build it doesn't match up with the current 1.0.0 skill tree.

So, don't rely on the X point skill progression build links until Sovyn updates them. In the meantime you can check out the full 120 point build link, which has been updated for the release of 1.0.0.

Many thanks for the info :)


Hail antarek, Just so that you know, the progression builds were updated last night.
"
jomtoy wrote:
So which attack skill do you use? I thought about Infernal Blow, because Templar gets some useful upgrades therefore during playthrough. However, Infernal Blow seems to use alot of mana, and since i started new in the domination league i dont have possibilities to counter that. And why should we use an evasion shield and none with armor?


Hello jomtoy!

First, yes, Infernal Blow uses a lot of mana. Early on, if you don't link it with many supports you can get away with just mana potions. Later, it would require either a mana leech support gem (because mana leech on items do not work with elemental damage) or a Soul Taker.

I suggest heavy strike, double strike or reave with a mana leech item. The mana costs are within reason on those.

Evasion shield : Highest blocking. This means fewer nodes invested in block on the tree, which can be spent elsewhere. And, we need a good source of evasion. Usually we use armour gear in the other slots. The "increased defenses from equipped shield" nodes multiply the evasion on the shield, and, in conjunction with grace and Ondar's, it is pretty impressive in practice.

Best wishes out there.
"
Anaxibois wrote:
It is my favourite character


Glad to hear it, Anaxibois! Mine too. :) Have fun!


I'm tempted to try a little crafting! vaal buckler would be better with 2% more block, but it's the top 'walling' roll. now I'd need to roll evasion and resists, ideally life as well.
what do you think?

I think I'm too poor to attempt it :D right now still using perandus for max block. it's ok though, my life jumped to 5.2k after the patch (from 3.7), so I can experiment a bit.

Report Forum Post

Report Account:

Report Type

Additional Info