Templar Knight Guide |

Version 7 - view current page

by: dragonoa, LC Forum link to LC forum http://forums.aeriagames.com/viewtopic.php?t=116069&start=10


    Contents

    I. Updates
    II. Preamble
    III. Stat Point Distribution
    IV. Active Skills (http://lastchaosinfo.wetpaint.com/page/Templar+31%2B)
    V. Passive Skills
    VI. Equipment
    VII. References

    Updates
    • (18/05/2008) added MP costs, skill durations and effects per level and section on passive skills
    • (20/05/2008) confirmed MP costs for Provoke and edited passive skill effects
    • (21/05/2008) totalled SP costs
    • (03/06/2008) edited summary for Telekinesis which has been disabled in PvP with the 13/05/2008 patch
    • (17/06/2008) edited summary for Telekinesis which has been reenabled in PvP
    • (26/07/2008) updated for new skill set and added section on stat point distribution
    • (25/08/2008) reformatted SP/MP/effects tables for ease of reading; equipment and contents sections added
    • (27/09/2008) expanded section III with breakdown of stat bonuses
    Preamble

    I decided to write this guide for two reasons. First, to better inform those deliberating which subclass to choose and second, for other players to be made familiar with our strengths and weaknesses. I have partied with even high level players who had no idea what I could do and to me, that's a real shame (though watching someone trying to flee the damage link animation never gets old).

    In my experience, templars are usually determined and patient players and we can be a valuable asset to any party. Too many people believe royals are the superior knight and I aim to prove we both have our roles to play. We lack the offensive talents of royals but our skills focus on party support and are of a defensive nature. Templars have the highest physical and magical defence in the game. A well armoured templar is a formidable adversary.

    With the newly released skills, certain glaring weaknesses have begun to be addressed. It's far from perfect—the passive skill set still leaves much to be desired—but templars can better hold their own offensively while remaining the consumate tanks of Last Chaos.

    This is a work in progress and I would appreciate any feedback, particularly with regard to clarity/readability.

    Stat Point Distribution

    You will eventually require 17 points in DEX, 17 in CON and 100 in STR to learn all available skills. After adopting your dual class, you will earn 3 or 4 stat points per level (alternating), so by the time you reach the required level for most of these skills, you will have plenty of points to spend. Depending on how you distribute your stat points, you may have to wait a few levels for your level 44 skill (Baller) or level 38 skill (Antimagic), however. I would recommend investing the necessary points in CON for Antimagic and waiting till level 47 to get enough STR for Baller if you're more of a solo player, otherwise get Baller first.

    Besides this allocation, how you distribute the rest of your stat points is up to you. Most templars choose pure STR or DEX builds, or divide their points between both in varying ratios. I favour pure DEX as it adds to both hit rate and evasion at the cost of some extra attack. Pure STR builds benefit from higher attack power while sacrificing hit rate and evasion. Combo builds strike a balance between the two. Alternatively, you may choose to allocate some points to CON to increase your HP/MP pools but this is an uncommon build and in my opinion, ineffectual. INT adds to magical resistance (evasion), magical attack and MP for templars. It is speculated, though not conclusively proven, that DEX also improves magical resistance as it appears to affect pure evasion (all types of evasion, ie., long range physical evasion, close range physical evasion and magical resistance). If this is the case and presuming the DEX:magical resistance ratio is no different from the INT:magical resistance ratio for templars, DEX is more useful. More testing is required before any definitive answer can be given.

    No stat directly affects physical or magical defence and these attributes can only be improved through upgrading armour, certain accessories and bloodseals.

    Do not panic if you make a mistake distributing stat points. Upon choosing your dual class, all your stat points will be reset and put back into your pool so you can redistribute. Once you have taken your dual class, Crean, an NPC in Randol, can reallocate your stat points at the cost of 20k per point.

    For each stat point you invest, the bonuses are as follows:

    Code:
    Stat Bonus per stat point

    Physical Prowess (STR) +0.142% weight capacity
    +0.67 close range physical attack

    Swiftness of Reflexes (DEX) +1 close range physical evasion
    +1 long range physical evasion
    +1 close range physical hit rate
    +1 long range physical hit rate

    Power of the Mind (INT) +1 magical resistance
    +1 magical hit rate
    +0.67 magical attack

    Physical Fortitude (CON) +3 HP
    +3 MP

    Obviously, magical hit rate, attack and long range hit rate have no bearing on a templar knight.

    Active Skills

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Damage Link (lv. 32, 12 DEX):
    Code:
    Skill level: 1, 2, 3, 4, 5
    SP: 9, 12, 20, 48, 173 = 262
    MP: 45, 55, 66, 78, 91
    Damage taken (%): 10, 20, 30, 40, 50,
    Duration: 2:30 mins

    At level 5, the templar takes half the damage inflicted on an ally. In other words, if a linked ally was hit for 200 damage, the ally would take 100 and the templar would take 100. Can only be cast on one ally at a time. It is not possible to chain this skill, i.e., have one templar linking another templar who is linking someone else. The second link would cancel the first. Damage sharing is one-way: your linked ally will not receive 50% of the damage you take. Be aware that the damage you receive is always 50% of the damage your ally receives—it is not modified by your defence/evasion. As a general rule, in high-paced parties, avoid damage linking titans as their high HP can get you killed fast. It is best to cast it on an ally before a fight if you anticipate they're going to take heavy damage. Damage Link behaves in the same way as a buff so be careful not to cast it, for example, while an ally is luring dangerous mobs. Particularly if your ally's target mob is close to other aggressive mobs, you risk drawing aggro from them in the same way you would if you were to cast your party buffs while the lurer is on your radar. Damage Link only lasts only an hour in game time (2:30 mins) so be attentive about recasting. The damage sharing effect does not work outside of radar range.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Protection (23 STR):
    Code:
    Skill level: 1, 2, 3, 4, 5, 6, 7, 8, 9
    Required lv.: 32, - - - -, 66, 76, 86, 96
    SP: 9, 12, 20, 48, 173, 250, 350, 450, 600 = 1,912
    MP: 20, 28, 37, 47, 58, 112, 150, 200, 250
    Def. increase: 10, 20, 30, 40, 50, 60, 70, 80, 90
    Duration (mins): 10 - - - - 20 - - -

    Party buff, increases physical defence of all party members in radar range by 50 at level 5 and 90 at level 9. Like Divine Shield, the effect persists even if allies move out of radar range. Like party heal for archers/clerics, there is a chance enemies will aggro you on casting. In temples/dungeons, you can draw aggro from enemies through walls when casting this skill.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Telekinesis (lv. 38, 17 DEX):
    Code:
    Skill level: 1, 2, 3, 4, 5
    SP: 10, 13, 22, 54, 194 = 293
    MP: 26, 35, 45, 56, 68

    Teleports one enemy to the templar. Chance of success increases with level of skill. Useful for moving enemies off awkward spots (e.g., cliffs). Be aware that if the target is close to other aggressive enemies, they will aggro on casting. In PvE, if the enemy is naturally passive, a successful telekinesis will render it passive again. Aggressive mobs will aggro whatever they happen to be facing, which isn't necessarily the templar. If the skill is unsuccessful, the target will not be teleported to the templar but will aggro on him/her. Nearby aggressive mobs will also still aggro. Both the templar and anyone who has the enemy targeted will lose target when the enemy is teleported. Your opponent will also lose target when teleported. Any status effects/buffs on the target remain when it is teleported. The animation for Telekinesis is quite drawn out and as the templar has to reacquire target after using the skill, it can be difficult to stun an enemy in PvP afterwards. Note that there is a glitch where if you use the skill on a target stuck in or behind a tree or similar piece of scenery, you may disconnect. There also used to be a glitch whereby if someone was ported while sitting, they would be unable to move or attack, as they would if they were to accept a party recall while sitting. However, this problem appears to have been fixed.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Shield Strike 2 (lv. 41):
    Code:
    SP: 250
    MP: 100
    Success: 80%
    Duration: 15 secs

    Chance to stun the target. Requires a shield and single sword be equipped. Shield Strike lv. 5 is prerequisite. The probability of success is higher than Shield Strike and the duration is longer. This skill's effect can be applied to a target while the effect of Shield Strike is active on the target but not vice-versa. Thus, for a chance of maximum stun duration without allowing the target any respite, use Shield Strike followed by Shield Strike 2. Opponents cannot use remedy to negate this skill.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Baller (lv. 44, 52 STR):
    Code:
    Skill level: 1, 2, 3, 4, 5
    SP: 11, 15, 25, 60, 216 = 327
    MP: 44, 52, 62, 74, 88
    Bonus per member: 1, 2, 3, 4, 5
    Maximum bonus: 8, 16, 24, 32, 40
    Duration: 5:00 mins

    Party buff, increases physical attack of all party members in range by 5 points per party member in radar range. Therefore, in a full eight man party, all party members in range of each other would gain 40 points of physical attack. If party members move in or out of radar range, the bonus received from Baller changes accordingly. Party members do not need to be buffed with Baller to affect the attack of those that are. Unlike Battle Roar, this skill stacks with clerics' Encourage. Note that Baller does not affect magical attack and has no effect on the templar while he/she is solo. Like Protection, there is a chance enemies will aggro you on casting and in temples/dungeons, you can aggro enemies through walls when using this skill.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Armour Break 2:
    Code:
    Skill level: 1, 2, 3
    Required lv.: 56, 78, 88
    SP: 213, 300, 400 = 913
    MP: 100, 150, 200
    Effect (cumul.): 150, 200, 250
    Duration: 35 secs

    Requires Armour Break lv. 5 to learn. Like so many other templar abilities, the animation is drawn out, making it a little unwieldy in PvP but its effect is significant. Used in conjunction with Provoke, it reduces enemies' physical defence considerably.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Weapon Break 2:
    Code:
    Skill level: 1, 2, 3
    Required lv.: 63, 80, 90
    SP: 150, 300, 500 = 950
    MP: 100, 150, 200
    Effect (cumul.): 24 28 32
    Duration: 35 secs

    Reduces target's physical attack. I don't find myself using this skill as much as Armour Break 2 (primarily because the MP cost is prohibitive) but it has its uses, for example, in lessening the drawback from Provoke when fighting big mobs. A minor point, like Mana Break 2/Armour Break 2/Shield Strike 2, this skill cancels the effect of Weapon Break and Weapon Break's effect cannot be applied to a target with Weapon Break 2's effect active on it. The physical damage would be inflicted as normal.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Provoke (100 STR):
    Code:
    Skill level: 1, 2, 3, 4, 5, 6
    Required lv.: 70, - - - -, 94
    SP: 60, 90, 140, 270, 890, 1100 = 2550
    MP: 109, 122, 136, 151, 167, 200
    Cost to learn: 100k, 300k, 600k, 1m, 1.5m, 2.5m = 6m
    Duration: 25 secs

    Aggros up to six enemies, reducing their physical defence while raising their physical attack (30% increase to attack and 35% decrease to defence at level 5, 20% and 40% respectively at level 6). Its range is short but caution is warranted—the skinwalker behind that demon you're trying to provoke has a big sword. Aggro is maintained for the duration of the skill (10 mins game time). It raises enemies' physical attack only, making it very useful for taking down magic monsters quicker. While obviously this is most useful in PvE, the effect in PvP is substantial. For this reason, I would advise against casting it on physical attackers unless you are confident of your defence/evasion.

    It is possible to "buff" allies with this skill although it is impractical under most circumstances, requiring the templar to leave party and activate PK mode. Obviously it is impossible to use this skill on guild members.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Mana Break 2:
    Code:
    Skill level: 1, 2, 3
    Required lv.: 72, 82, 92
    SP: 200, 400, 600 = 1,200
    MP: 180, 230, 290
    Power (%): 300, 400, 450
    Dec. magic def.: 30, 35, 40
    Duration: 35 secs

    The offensive edge templars have sorely needed. The skill has the same drawn out animation as its namesake predecessor but the damage compensates for this. Just to note, its effect cancels the effect of Mana Break and as with Shield Strike/Shield Strike 2, the lesser skill's effect cannot be applied while Mana Break 2's effect is active on a target. The physical damage would be inflicted as normal.

    SUBTOTAL: 8,657 SP

    Passive Skills

    It has been argued templar passives lack direction. The supposed tanks of the game are given three attack passives, two lackluster physical defence passives and one magic defence passive. Taken individually, most aren't all that potent, particularly at higher levels but their effects add up. Good gear is the key to making the most of your skills. With a well-upgraded sword, a templar can hold their own offensively and no other class can take as much punishment.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Wall of Belief (2 CON):
    Code:
    Skill level: 1, 2, 3, 4, 5, 6, 7, 8, 9
    Required lv.: 32, - - - -, 47, 68, 84, 100
    SP: 11, 15, 25, 60, 216, 250, 300, 350, 450 = 1,677
    Effect (cumul.): 15, 35, 65, 105, 155, 215, 285, 365, 455

    Increases physical defence when a shield is equipped. Increase is 155 at level 5 which is a nice boost at level 32. The latter levels of this skill are expensive but definitely worth investing in.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Candid Fence 2 (lv. 35):
    Code:
    SP: 60
    Effect (cumul.): 120

    Increases physical defence by 120. A no-brainer, pick this skill up.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Knighthood (lv. 38, 35 STR):
    Code:
    Skill level: 1, 2, 3, 4, 5
    SP: 10, 14, 24, 57, 205 = 310
    Effect (cumul.): 10, 20, 30, 40, 50

    Increases attack when a single sword is equipped.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Antimagic (17 CON):
    Code:
    Skill level: 1, 2, 3, 4, 5, 6
    Required lv.: 38, - - - -, 58
    SP: 10, 14, 24, 57, 205, 250 = 560
    Effect (cumul.): 10, 20, 30, 40, 50, 60

    Increases magical defence permanently. A useful skill, every bit of magical defence you can get is invaluable. Max it.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Weapon Perfection (lv. 50):
    Code:
    SP: 21, 31, 51, 110, 360 = 573
    Effect (cumul.): 24, 48, 72, 96, 120

    Increases attack when a single sword is equipped. You will notice the difference upon maxing this skill, it gives a real boost.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Temple Offense:
    Code:
    Skill level: 1, 2, 3, 4, 5, 6
    Required lv.: 60, - - - -, 94
    SP: 30, 40, 68, 163, 588, 700 = 1589
    Effect (cumul.): 10, 15, 20, 25, 30, 35

    Increases attack permanently. For the SP cost, the attack bonus is disappointing but again, a templar needs all they can get. Max it if you're able.

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Improved Resist 2 (lv. 74):
    Code:
    SP: 200
    Mag. resistance: 180

    Requires Improved Resist be maxed. Increases magical resistance (evasion) by 180.

    SUBTOTAL: 4,969 SP
    TOTAL: 13,626 SP

    Equipment

    Each weapon has a shield of corresponding level. Shields can be worn no more than five levels below the specified level and weapons can be equipped four levels below, eg., the level 69 Corail shield can be used at level 64 and the Eglain sword (69) can be used at 65. As detailed in previous sections, all active and certain passive skills require a sword and/or shield be equipped.

    Unlike swords, shields do not have a visible upgrade effect. However, upon upgrading a shield to +15, you will benefit from the same bonus as other armour pieces (+100 physical defence and +50 magical defence). Unfortunately, you do not gain the +6/+8/+10/+12 bonuses as for other armour (extra weight capacity, physical/magical defence and evasion).

    Swords upgraded to +10 give an increased chance of critical strikes and at +12, an increased chance of deadly hits. At +15, you gain a bonus 75 physical attack. Though I have not personally tested, +6 weapons supposedly give a bonus 6 attack and +8 weapons grant 3% extra hit rate.

    Lv. 37:

    Templar Knight Guide - Last Chaos Holy Spiritual Sword (102 attack)
    Templar Knight Guide - Last Chaos Celestial Shield (132 defence)

    Lv. 41:

    Templar Knight Guide - Last Chaos Siegfried Sword (112 attack)
    Templar Knight Guide - Last Chaos. Domilian Shield (144 defence)

    Lv. 45:

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Saber (130 attack)
    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Spirit Shield (156 defence)

    Lv. 49:

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Partinail Sword (150 attack)
    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Punailers Shield (168 defence)

    Lv. 53:

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Scott's Painful Reminder (170 attack)
    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Divent Shield (180 defence)

    Lv. 57:

    Templar Knight Guide - Last ChaosThis image has been resized. Click to view the full Size Image. Proud Sword (189 attack)
    Templar Knight Guide - Last ChaosJaguil Shield (192 defence)

    Lv. 61:

    Templar Knight Guide - Last Chaos. Zentian Sword (208 attack)
    Templar Knight Guide - Last Chaos Academian Shield (204 defence)

    Lv. 65:

    Templar Knight Guide - Last ChaosSientals Sword (232 attack)
    Templar Knight Guide - Last Chaos Fontils Shield (216 defence)

    Lv. 69:

    Templar Knight Guide - Last Chaos Eglain Sword (256 attack)
    Templar Knight Guide - Last Chaos Corail Shield (228 defence)

    Lv. 73:

    Templar Knight Guide - Last Chaos. Perion Sword (280-350 attack, depending on colour)
    Templar Knight Guide - Last ChaosTempest Shield (240-259 defence, depending on colour)

    Lv. 85:

    TTemplar Knight Guide - Last Chaos Blue Dawn Sword (352-397 attack, depending on colour)
    Templar Knight Guide - Last Chaos. Blue Dawn Shield (276-295 defence, depending on colour)

    References
    Templar Knight Guide - Last Chaos