Showing posts with label Templar. Show all posts
Showing posts with label Templar. Show all posts

Thursday, August 27, 2009

Aion Guides: Beginners PvP and PvPvE Guide



The Build

Now I know you want to get into all the juicy stuff such as strategy and what not, but before I discuss that you should first consider your character’s build. You can customize your characters strength and weakness threw the use of mana stones, enchanting, food, drinks, scrolls, etc. However to keep it basic for beginners; I will stick to manastone and enchanting discussion.

Now that being said you could build your character to be in a basic categories’: Offensive, Defensive, and hybrid. Each one adds valuable options to the group. In addition, each comes with there own strength and weakness.

Offensive builds is where you want to take your opponent out before it takes you out. In that sense you most be able to react faster and out maneuver your opponent to use this build to its full potential. If you fail to do so, you leave your self vulnerable to a counter attack to your opponent. That being said these type of builds excel in spike damage in groups, so they have the time to prepare a proper assault on an enemy player, while have the time to retreat to the safety of the group to avoid being counter attack. These builds are generally more vulnerable (not always) to taking more incoming damage then say if you built hybrid or defensive.

Defensive builds are the opposite in the sense you try to out last your opponent threw your increased survivability. In order to bring this build to its full potential you most have the patience to deal with longer fights and not lose focus. Your objective as a defensive build is to interrupt your opponent’s combo flow as much as possible forcing them to make a critical mistake, wasting their opportunity to spike you down. If you can play the fight longer and stay focused, you can force your opponent to trip up. This build is especially common for healers in group fights. For their success largely depends on their ability to hamper their enemies attempts to spike damage them.

Hybrid builds are mix offensive and defense nature. For example Crit has an offensive and defensive nature attached to it. When you land a Crit hit, you will do more damage. In addition, you also stun your opponent. Thanks to this nature, crt makes a perfect example of a build that be used offensively or defensively. In groups hybrid builds are useful in that they play an offensive and defensive role at the same time. For example a sin or ranger could crt lock a dps attempting to spike a healer. In this situation not only did you kill the enemy, In addition you stunned your opponent which saved your healer.

Manastone by categories:

  • Offensive mana stones: Attack, Magic Boosting Power,
  • Defensive mana stones: Shield defense, parry, evasion, magic defense
  • Hybrid: HP, MP, Critical, Max flight time, Acc, magic acc

Please note I would advise against using mp and max flight time normally, as both of these problems can be easily countered by a pot. In addition I would advise against using Acc or Magic acc, as the benefits normally do not counter the use of other mana stones available.

Builds I would advise for classes as follows in no particular order of importance.

  • Templar: Hybrid, Defensive
  • Gladiator: Hybrid, Offensive
  • Cleric: Hybrid, Defensive
  • Chanter: Hybrid, Defensive
  • Ranger: Hybrid, Offensive
  • Sin: Hybrid, Offensive
  • Sorcerer: Hybrid, Offensive
  • Spirit Master: Hybrid, Offensive

For enchanting offensively you will want to focus on increasing your weapon first as you level. Defensive will want to focus on a shield first (if you have one and are going for a shield defense spec), and then proceed to upgrade armor. While in the future you may be able to afford both, doing so while leveling will be difficult.

For example my chanter is currently defensive specked since I live to pvp in groups with my legion. I use shield defense manastones and put priority on my shield, and then the rest of my armor.



I fly Solo

For those of you like to solo, there is good news and bad news for you. While the abyss grants the opportunity to attack unsuspecting opponents in a 1v1 scenario; one most use caution. In the abyss it is common to find solo players or small groups to pick off, the problem you say? Well to put it simply they, lets just say that their friendly faction isn’t to far away normally when they call for back up.

When you PvP alone, you keep what you kill. In other words all the abyss pts you earn threw damaging the target, go straight to you upon your opponent’s death. This is a bonus if you are trying to level up your abyss rank quickly. This is due to that if you are in a group, the pts are split evenly. Although this comes at great risk as well, for traveling alone increases your chance of death. If you die to an opponent in PvP, you will lose abyss points (note there is no exp penalty for dying in PvP).

Birds of a Feather Stick Together

If soling isn’t your thing, give group PvP a go. Just like solo PvP there are advantages and disadvantages. The advantage of Group play is that you can rack up more kills quickly and not have to run as much if the enemy calls in for back up. Also it is always nice to have a team mate watch your back, in case some one tries to return you the favor. In the abyss, small groups pick normally off solo or other enemy small groups. While there are bigger groups in the abyss, they are fare less common and mostly seen at places such as fort sieges.

The disadvantage is that your pts will be split for kills you earn as a group. This will slow down your abyss pt gain. Although, if you are continuously killing with out dying, it may pay off then continuously getting killed solo in attempt to hog all the abyss pts to yourself. It really depends on your class and builds which style of play will fit your needs for abyss pts.

Solo tactics

As a solo player you want to catch your opponent off guard and finish him/her off before they have time to react. Due to this more offensive/hybrid builds are preferred here. While you could attempt a defensive build solo ganking spree, you give your opponent more time to react for a counter attack or escape.

Now I know what your thinking, “should I kill my opponent if there currently attacking a mob?” This is a common ethics question asked in any PvP game. Basically you have to go with your beliefs on this one. If you feel it is wrong then don’t do it. However, don’t expect your enemy to return you the favor. As this strategy does give an advantage that some will defiantly consider taking in solo play.

When camping a particular area, it is always a good idea to bring a kisk with you. A kisk is a bind on the go item that remains stationary on the ground. Hiding it in weal covered area, or a hard to reach spot is advised. Once you have your kisk in a safe area nearby, you can quickly return the favor of the unsuspecting prey that just killed you going, “omg wth I just killed you haxor”:

In addition it is always good to be mobile. Once you begin to kill the enemy, it will not be long before they shout out your location. It is best to stay on the move so the Zerg doesn’t find you and take back some of those abyss pts earned.

Group tactics

In a group you want all 3 builds to be present. This way you can cover a little bit of everything, making it easier to overwhelm opponent(s). In addition in group vs. group fights it is very important to stay in formation. If you thin out to much, you just make easy pickings for your opponent(s)

Now then the formation my legion has used in the past and has found to work, Is to bunch up and push as a group. I know this sounds very simple and stupid just asking to be AoE'd… but it works. There are several reasons why this is a valid tactic and essential for survival in group play.

The first reason is the limit on healing range. Unlike most games, Aion is not very forgiving in healing range. If you move out of heal range, the healing spell will interrupt, if it is not instant cast. In addition, the range of healing magic in this game is noticeably smaller compared to others. That being said if some one runs to far ahead of the group two things happen. They die to focus fire from the enemy team, or the healer has to run an expose themselves to hostile fire to heal them. Obviously that is suicidal in both situations.

The second reason is the limit of ranged damage in Aion. Just like healing, the range is quite limited. Meaning if your ranged dps move to far ahead of the group, they expose themselves to melee attackers. In addition the same can be said about your opponents range. If you move as a group, you force your opponent ranged dps to expose them self to counter attack if they try to spike some one important such as a healer.

The third reason is to for retreating. If you retreat in a scattered formation, you will be picked off one by one and make it all the easier for a complete wipe. However if you retreat as a group, some of your opponent may get cocky and charge ahead of their group (you have no idea how often this actually happens…). In addition, backing off from the enemy group forces them to advance toward your groups new position to reestablish range. If they are unorganized, they will spread out a bit advancing on your groups position, making it all the easier to pick them off. Even better is if you retreat around a corner… as you break line of sight of rangers and healers, leaving any melee dumb enough to charge ahead after your group with out support… Usually leading to a very painful death.

When moving as a group you ideally want your stronger melees up front, such as Templar and Gladiator. In the middle you want your healers(to prevent melee ambush, and in the back you want your ranged dps… and your sins.
Now the sin role is pretty important here as they have to pivot a lot in the flow of combat. If they notice some one trying to ambush there back lines, they can stealth and return the favor to them; all the while warning there team of the threat. If your back lines are clear of enemies, the sin should focus on hit and run tactics threw out enemy lines. Kill the squishiest target you can find (cough Sorceress) and proceed to run away your pansy mane away back to your group before you get focus fired.

The Templar and Gladiator job is to hold the front lines of your group, all the while pressing into the lines of your enemy group. They key is to not to press to far in, but enough to pressure your opponents group to spit up. If your front line succeeds in this, your enemy squishes and healers become easy targets for your dps to spike down. In addition though Templar should focus on cc any one trying to advance into there group, or pull away opponents trying to flee or hiding in the mass of another group. The Gladiator should spam his AoE is up to continue to put pressure on the other group’s healer.

The healer servers as a guide point for the group. Your group leader should make your own healers, so your group doesn’t get carried away and out run there heal distance. It is also a good way to keep tabs on what is happening on your healers. Not only that but they make great rally points for knowing when to stop the advance or retreating, since they are in the middle of the formation. The ranged dps know not to pass the healers, while the templar and gladiators know to stay in front of healers. Having healers knowing when to move and where to hold there ground is essential to moving as a group basics.

The ranged dps obviously wants to hold up the back of the line as far as possible to slow down the incoming of melee dps attempting to kill them. However if the lack of melee dps threat, it is safe to move a bit closer to the melee lines. However, staying at the front of the group for long periods of time should be avoided…. for obvious reasons.

Example video moving as group… will post a better when vepo learns how to fraps so you get a better perspective… and not have to /facepalm at that newbie Arc.

Game Options


In order to aid you in PvP, I would advise messing with the game options tab until you feel comfortable. However, I know that is a lot of options to play with, so let me suggest a few to you.

  • Camera: I would advise setting the camera to Max (this allows you to zoom out all the way with the camera, note you can still zoom in if you need to with this feature enabled.
  • Show distance to target: Allows you to see how far away your current target is. This works on friendly and enemy targets.
  • Fix Compass to North: This option helps keep a sense of direction. It is important to yell out incoming attacks; also this feature helps to call points to retreat or rally too.
  • Disable click to move: Really depends on your class and preference here. Just note the click to move is defaulted off. If you prefer moving with keys I advise turning this feature on.
  • View target’s target: Simple enough and very useful. If you click and enemy or ally you see who they currently have target. This helps with assisting if you picked an ally, or you can call out who is about to be attacked if your enemy is looking at an ally. Also pro tip here if a healer has them selves targeted it more then likely means they are about to or in the process of a heal/buff themselves (if non aoe). So if they change to them selves quickly, be ready to stun ASAP. This can interrupt instant heals if you get good at it (stunning them before they hit the instant heal).

Key Bindings



Key bindings help save a ton of time when it comes to pvp. Not only that but there is a bunch of features you can enable with key binding as well that would normally take much longer to do manually. However fear not clickers, as you can still be effective in PvP clicking. Although if you want my honest opinion as a healer in PvP; I find that using a combination of using clicking and key binding to be the most effective. Just play around with it until you feel comfortable, but keep in mind speed is very important in PvP. That being said here is a few key bindings you should consider.

Combat Key Bindings

  • Select Nearest ally: This works like tab but instead of picking the nearest enemy, this feature will select the nearest friendly target. This is useful for healing or assisting those that are not in your group/force.
  • Select Nearest Enemy: Used to cycle threw enemy targets. Useful for picking out hard to find enemies, or those hiding in a big group.
  • Assist Target: This will change your target to the target’s target. Very useful for assisting for dps.
  • Change Weapon: for those that change weapons this is extremely important. I find the starting change weapon feature to be a bit lagish (could just be me though). I personally prefer setting the key to a key bind for quick switches.
  • Toggle Power shard: Good for physical dps users as this allow you to quickly turn off or on your power shards.

Group Key Bindings

  • Select Yourself: Very important feature as a healer. Changing from a friend target to heal your self takes time, and you don’t have much of that to waste in PvP.
  • Select Group Members: Very important for healers and melees. For healers this lets you heal your group members quickly by targeting them. For melees you can use this to target who ever your suppose to be assisting. Once you have selected the member, you can then hit the assist button to attack their target.

Sign Key Bindings

This is very important feature of Aion, as you can mark targets to make team work easier. The signs in Aion work on allies and opponents. What I would recommend is to mark your healers, your enemies’ healers, and your enemies’ glass cannons. You want to mark your healers as rally point as mentioned earlier in the guide, so your group stays in formation. You want to mark you opponents glass cannons (heavy dps, light defense) and kill them before they destroy your group. After the glass cannons are out of the way move on to enemy healers. In addition, you may want to assign some of your group members to cc/harass healers while you kill the glass cannons.

Conclusion

This is the end of the guide. Keep in mind this guide is made from my experience and what has worked. There are multiple ways to PvP, some of which that are not discussed in this guide simply because it would take to long to cover all of them. I hope you have found this guide useful and enjoy your PvP experience in Aion.

Wednesday, August 26, 2009

Aion Guide: Templar PvP Guide



This is a list of how-to-fight different classes for the version 1.2. There are articles for each of the classes. As of right now (June 27, 2009) there are guides for Templar, Gladiator, Sorcerer, and Cleric, others are still in process.

Foreword

Some of the terms will be explained before the actual guide, so remember them as they will be referred quite often in the guide.

  • PC means members of Opposing Factions (Elyos, Asmodians, Balaur)

Important Note: AionArmory's Database is from 1.0 so skills from it has lower damage value than the 1.2's actual values (Korean Powerbook values are higher)

Most of these players giving tips are LvL 50 or near.

PvP Chat Tab Radar:


Make sure you drag it out to an easily visible location.
This radar will let you know if any opposing faction members are within just outside of your visible range.

First off, Aions Tanking Class, Templar



Templar’s Fighting Style in PvP



As Aion's strongest defenders, Templar’s, not many attacks will be threatening.

PvP for the Tanking class will look something like: Having lots of defense, while doing continuous damage on foes.

Though there arent any colossal damage skills that some other professions have, their continuous damage makes other professions want to avoid having to deal with Templers in PvP.

Selection of PvP Gear

When it comes to PvP Gear, Templar players aim for Abyss reward Items, the Abyss Gear.


When a Templar wears Abyss gear, his ownage will be 100%

When a Templar is equipped with Abyss gear, not only will defense increase, but their low offense as well. There are also more manastone slots in Abyss gears. This undoubtedly makes Abyss gear top notch for Templar PvP.

 Tips from Player ? 남만

Comparing Abyss equipped to not-equipped is like comparing Sky to Ground. You cannot ignore the bonus percentage increase for defense and offense when attacking PC. Even though one accessory by itself doesnt help much, when you gather them, 10% will definitely give you noticeable differences.

Also note that +accuracy accessories are a MUST. Manastone slots have better uses, so having the highest +accuracy accessories is big priority. Increasing it with weapons have a limit too.

No matter how high your attack and critical hit rating are, if you cant hit them, its all useless. If your attacks get parried/blocked/evaded, you wont dish out much damage.

No matter how good your attack rating is, if your accuracy is low, its not a good attack rating. Keep that in mind.

Manastone Slotting

Even though some players focus on getting defense and hp up, most Templers focus on increasing their attacks with Manastones. Manastones that focus on attacks are two: +Attack and +Critical Hit, though the community deems focusing more on +Crit is better. Recent Official research however suggests +Attack focus with average Crit gives them more DPS than focusing on +Crit.

Tips from Player ? 남만

Use Manastone Slots on +Attack and +Crit. Main focus of PvP is like it says: kill the other P. Living longer is important too. That is why the players using defense and hp stones seem important. However, I think there are plenty of defensive skills in Templars skill line. Armor of Balance I - Skills - Aion, Iron Skin I - Skills - Aion (note, its not a million% as this skill suggests, its only 50%), Nezakan's Shield I - Skills - Aion, Zikel's Shield I - Skills - Aion, Armor of Empyrean Lord I - Skills - Aion, Hand of Healing I - Skills - Aion, etc? These are all skills made for your life. Since there are plenty of these defensive skills, Use +Attack and +Crit stones.

How much would be enough? From the Powerbook Labs, it was proposed that 400-450 (critical hit he means, he doesnt mention it? Ive read over this experiment) This rating includes food/scrolls. It would be best to reach this rating. Try to use only food, as scrolls are expensive.

PvP in the Abyss

Ground battles are important, but so are Aerial Battles. Most important factors in these are Flight speed and Flight time. Using higher grade wings, wind remedies, and Abyss consumables will get you indefinite flight time, so not much worry there, whereas Flight Speed can be increased by Equips and Flight Speed Scrolls, so not much room there.


If you want the abyss, master flight!

Next paragraph makes zero sense? so Ill just go ahead and present to you, the grand?

Major Wind Raging Scroll: For 5 Minutes, your Flight speed increases by 30%.

Use it.

PvP Stigmas

As the main target battle area is Mass RvR, you should use stigmas that excel in these areas. The community has picked out the following for PvP out of the many stigmas in the Templars arsenal.

Tips from Player ? 히데아키

I use the following Stigmas in the Abyss

Stunning Strike, Armor of Balance, Armor of Interception, Thrilling Roar, Shield of Protection, and Indignation.

Since there are only 5 stigma slots, you need to know what to switch out. If you think about the battle, it'd be good to know which you should bring.
For me, the stigmas 1-4 on my list are a MUST. Cannot go into battle without them.
For the 5th one, it depends.
I use them when I am hunting high lvl Asmos in bottom layer (bottom layer has more assassins than Sorcs or Templars)
Though it is not so easy that you can just easily catch them. Since they can Hide, you must always be ready.
Shield of Protection is there so I can protect myself from the fast damage burst from assassins.
Indignation is useful in Mass PvP, the +attack bonus for 30 seconds. Every hit counts for every bonus AP. There is no need for Crowd Control in Mass PvP. Most important role is Stunning Strike ing the frontliners out on the front.

Tips from Player ? 관아

If you think about PvP, I propose the following: Armor of Interception, Armor of Balance, Thrilling Roar, Indignation, Stunning Strike.
The very much needed stigmas Balance, Interception, and Stunning Strike. Other than that, Ill talk about Thrilling Roar and Indignation.
People use Indignation because its stronger than Punishment (lvl 45 Stigmas). I used to use the Punishment stigmas as well. But it looks like its better to use Indignation. Would you use one strong attack, or have all your skills effect increased 30% for 30 seconds? Of course the answer is obvious.
Thrilling Roar use tip
If you see a party grinding on your own Race Fort ranked soldiers, use it on the Tank tanking for that party. Then the soldiers will run and aggro more soldiers to the party.
Can use it to repel enemies when running away while your Stunning Strike is on recharge. This takes careful distance measure of course.

PS: I picked Armor of Interception, Armor of Balance, Punishment, Indignation, Stunning Strike for my Templar.

Godstones for PvP


There are two types of Godstones: Physical Ailments and Damage

Since Templars have lower Magical Boosting Power than other classes (yes, that affect Godstones ability to damage for those who didnt know) so its best to use Physical Ailment Godstones ie. Paralysis Godstones.

Tips from Player ? 카렐

Templars do not want those 1% and 2% chance damage Godstones. Since there is no Magical Boosting Power, it may say 1% for 1880 but in PvP its actually only 1500-ish.
Everyone knows, but you?d want the most expensive Godstones.
In a 1:1 or RvR, if your Paralysis Godstone triggers, you'd finish him/her 99%. Ah, and arent stun godstones good? Not really. it only lasts for 1 second and does not interrupt skill motion, whereas Paralysis interrupts the skill.

PS: Here are the Paralysis Godstones:

  • Sueron's Threat
  • Spatalos's Chastisement
  • Vidar's Dignity

Templar vs Templar


There are some opinions suggesting that better gears will win it.

Others say better control will do.

Since you are fighting the same class that you are most familiar with, its best to push in the best skills for this fight!

Tips from Player ? 카렐

When you are fighting the same class, obviously the better geared side will have a little advantage. But if you packed up all the required stuff, then you are fine.
Nowadays if a Templar pushes an attack skill, they do so much damage as to get one-hit-kills.
For that first hit, fire that Stunning Strike. The reason is that you can land a stun as well as the first hit. After 30 seconds of fighting, you will know if you?ll lose or not. When he/she will run or you will run. When that happens, you can land that Stunning Strike to catch-up or hit-and-run.
#1 While you are fighting, drink the highest grade potion (use the wind remedies too, or you?ll drop dead)
#2 Of these, if you got Abyss potions, then you have an 80% chance of winning (when you are fighting Temp vs Temp, many times you?ll win/lose very close)
#3 The thing that matters most in a Temp vs Temp is the amount of Shield Defense, IMO

Templar vs Gladiator


Even though they are similar to Templars in many ways, they are more offensive. Many opinions agreed that knowing when their Ankle Snare I - Skills - Aion and their DP skill will hit is key to winning.

Many also stated that since many Gladiators have figured out the usual Templar attack patterns against their class, it would be important to use the skills in unusual order.

Tips from Player ? 쿠아님

Templars used to beat down Gladiators of 2 lvls higher. If you had Balance, EmpLord, Iron Skin, probably would've killed 3 lvls higher. But now, since DualWield and Spear Gladiators have changed greatly. When you enter battle, use Balance, use one or two skills then Use Armor of the Empyrean Lord, then if you think your hp is about to take a major hit, use Iron Skin.
Nowadays because if Parry they can tank a bit? if you think they are as easy as they were before and don?t turn on Iron Skin, you?ll get owned. Always use Iron Skin and Armors of Balance and Empyrean Lord.

Tips from Player ? 관아

Watch if they are using the DP skill. When they use it, it can kill you through your Iron Skin? really, you'll get destroyed.
Gladiators with experience in Fort PvP knows that when Templars use Stunning Strike, they usually follow up with Punishment, so they block that with Focused Block. Watch if they use it, and using random attack patterns are recommended.
Nowadays there are more Spear Gladiators using Ankle Snare followed by ranged attacks? try to save your Iron Skin against this.

Tips from Player ? 히데아키

Even though they are in the same school, they have a lot more offense and a little bit more stun and snare. They can also have Armor of Balance themselves so they don't eat stun a lot.
They are the most trickiest opponents to kill. When they turn on Armor of Balance, I just run until its duration runs out.

Templar vs Assassin

Aion's strongest damager vs Aion's strongest defender. This draws a lot of attention for PvP Templers.

It’s a common sense to learn how to defend against their attacks and know when their attack will come.

Therefore, there have been more diverse opinions regarding how Templers should fight them.

Tips from Player ? 카렐님

Templars have an easier time gathering AP due to the fact that they are more of Guarding than actual PvP.
So Assassins hide then attack you from behind when you catch someone. When this happens, a lot of assassins have a habit of using Follow-up Strike I - Skills - Aion before attacking. This makes it a little easier to see their spike.
Right then turn on Armor of Balance, and counter attack with Blunting Severe Blow I - Skills - Aion -> Successive Blow I - Skills - Aion -> Shield Smash I - Skills - Aion -> A Blinding stigma not up on AA yet, lvl 20 -> Punishment of Empyrean Lord I - Skills - Aion, then 90% of the time you've caught him.
Though a little more cunning Assassins (like me meh ^^) spike right up with chain sealing -> Aerial Thrust -> then DP to try to get a 1 chain kill. Don?t panic when this happens, after their thrust is gone check if you have Silence or Paralysis Godstone effect on you. If you've been silenced, use a Greater CC Potion and turn on Armor of Empyrean Lord, then drink a Secret HP Pot.
Oh, you MUST not use Stunning Strike. After Shield Smash I - Skills - Aion, unload all your attack skills. And if the Assassin survived, use ur Stunning Strike and eat that AP.

Tips from Player ? 히데아키

Assassins have a habit. While in Hide, right before they attack they use Follow-up Strike I - Skills - Aion. Right then, I use Armor of Balance. Gotta prepare for the Ambush I - Skills - Aion. When you get Ambushed and go into Aerial Thrust, its hard to survive. However this is Abyss, so Aerial Thrust doesn't matter. Against this awesome damage and counterattack class, its going to depend on how you use Shield of Protection, decrease their evasion then unload stun. Most Assassins Hide when you use Iron Skin or Armor of Balance then look for an opportunity to attack, so its going to be a hard fight. But if you got a good perception, you wont die easy.

Tips from Player ? l웅l

Assassins and Rangers should manage the cooltime of their evasion skills well.
I used to do this as well. Throwing Stunning Strike whenever I see Elyos. But nowadays, skilled Assassins evade and quickly run away. Very hard to catch, if they evade even the stuns >.>
Its very important to use your Stunning Strike at the right time.
When you meet an Assassin/Ranger, save your Stunning Strike for the right time. Use that Major Movement Increase scroll asap, get as close as possible. First, throw a Taunting Severe Blow I - Skills - Aion. Does he evade? Then land another ranged attack. Then he'd evade Sever blow and the ranged attack. Then land that Stunning Strike. By this, you'd first get his evasion skill out, as well as cut their evasion skill usage time. You must calculate their evasion skill timing well.

Tips from Player ? 쿠아

When an Assassin suddenly attacks you, immediately use that Stunning Strike! While they are Carving Seals they stop just then.
Then turn on Armors of Empyreal Lord, Balance, and Iron Skin. If you use Pots too, even if it's a top notch assassin, the fight becomes harder for him. Everyone knows, but if you meet a good geared assassin, us Templars melt like we?re wearing leather.
Also nowadays since we use Attack and Crit manastones, we more fluffier than before.
Carve Seal chain > Aerial Thrust > Throw Shuriken > Fall then by the time another carve chain hits, Templars die.
Not only that, if the evade your stun while they are carving seals, and you go into Aerial Thrust, I let my mouse go. So, Stunning Strike > Shield Bash > Punishment and hope that one of those stuns get through. And if it does, save your Stunning Strike! It becomes a very precious skill once it does. Once you activate Iron Skin, Assassins run, and they are very hard to catch.
Good assassins turn on Focused Evasion while they are getting out of Stunning Strike range (16m), then it becomes impossible to catch. When the assassin suddenly stops using skills, immediately throw the Stunning Strike.
While they are running, they might aggro monsters or catch your Stunning Strike, then they cant hide. When this happens, you can see their distorted form. You can go upto their range and use a self-target AOE to get them out, but it?d be best to just throw Stunning Strike when they are about to run.

Templar vs Ranger


Rangers can throw a big damage chain in a short time span, and they have many ailment inflicting skills in their skill line, so it's a very tricky opponent for the Templers.

There are some opinions stating that if you get close, you break their low HP.

You can use obstacles or you can use your shield defense skills to your advantage.

Tips from Player ? 방패장교

Use obstacles to your advantage. When Im fighting a Ranger, I dont attack him first. First, I look around and run to a terrain where I can beat him. Most rangers follow you there. Also note that you need to make him deal damage only. This can be done by using Shield of Speed I - Skills - Aion to remove all debuffs then turning Armor of Balance on, then get close. Since Rangers are low on survival skills, so you don't need to worry much and just burst damage kill him.

Tips from Player ? 타투검

Deal with snare skills well, then unload Punishment, then its no problem. Don't know if its because they only have one weapon, but their low accuracy will trigger your block quite often. Even with your shield block skills, since they have low HP its no problem.

Templar vs Chanter


Some say its hard to deal with them because of their healing skills, some because of their stuns.

Though it used to be easy to deal with them before, some say nowadays its harder to deal with then than clerics. Reason is that they have lots of stuns.

Tips from Player ? 카렐

U used to kill them with one chain. Now they are harder to kill than Clerics. Use the usual one kill chain. Just cut their skill chains with your Stunning Strike and Shield skills, and you should be fine. But as usual, Priests are hard to kill.

Templar vs Cleric



Its been suggested that killing Priests (chanter and cleric) is the hardest class to kill for Templars.

When you are dealing with priests, some say that you must kill them through strong burst damage, and others say through careful control in a survival battle.

Tips from Player ? 쿠아

More trickier than rangers. If they are decent, its hard for Templars.
Its important for Templars to be good, but it'd be best to watch your HP while fighting. Since clerics use strong damage skills in early battle, use Armor of Interception, Weakening Severe Blow I - Skills - Aion and Punishment. Then cleric will try to heal his HP back up. This is your chance! When its about time for him to heal, use Shield Bash, unload your skills, then Stunning Strike when hes low. Also, if she doesn't die by this method then it goes into a survival battle. Before you use Armor of Empyrean Lord, eat DP food and heal back up, and fight til she runs out of mana >.> While you are doing this, keep drinking Greater CC pots to keep yourself clean of ailments.

Tips from Player ? 카렐

Reminds me of the times where Templars hated Clerics the most out of other classes. Never died? but with the new skills upto lvl 50, many attack-oriented Templars came out with the ability to 1-chain kill. The same tactics to fight these guys
When Clerics run, they use DOT damage and continuous snares. Very annoying!
In this situation, you use Greater CC Pots and Charge I - Skills - Aion, when you are in range of Stunning Strike use it, then Weakening Severe Blow -> Shield Bash -> Punishment, then unload ur remaining skills.

Templar vs Sorcerer


This class uses diverse conditions to hamper your ability to inflict damage, and possesses huge damage skills. Even if you have plenty of HP, you must approach this enemy carefully.

And Stone Skin IV - Skills - Aion can absorb nice amounts of damage, and breaking through it is hard for low damaging class like Templers.

To win, you need to keep yourself clear of these conditions and break through their Stone Skin.

Tips from Player ? 관아

Important thing is switching your great sword to shield set under restraint. Just because you have 3/4 or 2/3 HP left doesn't mean you can relax. If you get restraint and cant switch your set, and take a big one, you are dead. Gotta pre-prot whenever, Since they always come with Stone Skin on, Stunning Striking them while it is active doesn?t see much effect. Break through it with Indignation + Punishment (this on crit, is something you guys should see)

Tips from Player ? 히데아키

Sorcs wear protection then blast their opponents with giant damage skills. For example, Lumiel's Wrath I - Skills - Aion does heart-pounding damage (its actually 2050 damage). If you get surprise attacked by Sorcs, not much you can do..
But in a fair battle, Armor of Interception will win it for you. In its duration, you must break through the Sorcerer's defense and kill him.

Templar vs Spiritmaster


Their skill line is mainly composed of debuffs, and eliminates all of the protection Templars use, so it's quite the annoying opponent.

Many agreed that Templars can beat Spiritmasters by using Armor of Interception to block out their skills temporarily, then using Stuns and damage to deal with them.

Tips from Player ? 관아

Armor of Interception: 2 Important things about it. If they get lucky, they can take this down. Turning this on once your first buffs are removed would make the fight easier. If you don't have this available, then its going to be tricky.

Tips from Player ? 카렐

When you are against this opponent in PvP you must try to one-chain kill him through his Stone Skin. Even if you block out Flight disabling skills with Shield of Speed, they just remove it! While your Armor of Interception is on, for 30 seconds you must look for a chance to kill. Once Stone Skin is down, Stunning Strike > Weakening Sever Blow > Shield Bash > Punishment, then unload rest of ur skills.
If he doesn't die after this, run to the closest fort or tower. No use struggling in the sky.

EDIT: Apparently only the Elyos version of Punishments have stuns. Asmodians have health absorption of 50% of damage done.

Templar PvP Video