again, summary-ish stuff further down
ok, heresydo
error (i think it was error) mentioned to me the other night that he had an idea for an confessor build with something like 163 int and 120 con (which i wasnt sure how, b/c i was under the impression the +3 start runes get overwritten by in game runes but anyway), and we also chatted very breifly about he dmg from the life drain on confessors vs templars
so i got to thinking, and i went and checked the info on the templars and confessors and found they are really very very similar in their list of skills, i even checked on the forums to make sure the info was updated...
anyway, they share a lot of skills that are the same or near similar, most of which i would abandon anyway (since the best melee templars are the debuffers imo)
for instance, both get a health drain spell at level 10 (confessors get purge wickedness, templars get purge sin), which funtion the same way, have the same dmg/heal(as in the base numbers, not modified by int/spr/thaum) and the same efficiency gain per level, both get a fire dot that does about the same dmg as well...
both get a life drain dot, but while the fessors has a base dmg of 9.5 to 15.1 (from rank 0 to 40), the templars does 14.5 to 18.9 (again, from rank 0 to 40), each with same efficiency as well... and both get st. malorns wrath (fire based aoe), the fessors does 25-66 at gm, but the templars does 24-95 at gm...not to mention they recast on malorns wrath is nice and quick...
now, the main differences between this idea and commonly build fessors (thats a more nuker than healer) is that the fessor gets inspire (though the templar does get sloth, to steal stam, really takes the fight out of tanks)....
==============so ok heres my idea=================
since both fessors have to human, and templars can be human, they can have similar stats... so take a human fighter, but all stats, but raise int enough to take the +10 int trait, as well as the +10 int wiz apprentice trait rune... max con/int/spr at those values, giving 95 con, 120 int, and 95 spr... gm: cleasing flame; purge sin; curse of sloth;st malorns wrath; consume wickednes; wings of seraphim... take blademaster disc, sword goes to 100%, 1 point in feint, gm FW (for group purposes), take parry as high as it will go, as well as thaum... still end up w/ enough points to train a commander disc...
in the end you end up a with a templar that can nuke/dot on par w/ a fessor in normal form, but has to sit occasionally (you give up armor for robes and rings that are +int/+mana regen)....
but you have wings, which works out sort of like a barbs rage, lasting 20 minutes... it gives you flight ability as well as +75 str, +75 con, and +75 spr... *******that means with items you have around 170 con, 170 int, and 170 spr...******* upping your thaum and dmg, hps, stam, atr, parry (you nuke and drain really hard)... you end up with 2600-2800 hps, 400 or so stam, an atr than break 1300 without trouble, and w/ fient can break 1500 easy... also breaking 1500 mana should be entirely doable... and since your base mana regen, plus items regen all run off a base percentage, so much mana will increase your regen even faster (not to mention sloth at that level allows you to stay afloat almost indefinately, as long as their is someone around to leech stam from)...
ok, heresydo
error (i think it was error) mentioned to me the other night that he had an idea for an confessor build with something like 163 int and 120 con (which i wasnt sure how, b/c i was under the impression the +3 start runes get overwritten by in game runes but anyway), and we also chatted very breifly about he dmg from the life drain on confessors vs templars
so i got to thinking, and i went and checked the info on the templars and confessors and found they are really very very similar in their list of skills, i even checked on the forums to make sure the info was updated...
anyway, they share a lot of skills that are the same or near similar, most of which i would abandon anyway (since the best melee templars are the debuffers imo)
for instance, both get a health drain spell at level 10 (confessors get purge wickedness, templars get purge sin), which funtion the same way, have the same dmg/heal(as in the base numbers, not modified by int/spr/thaum) and the same efficiency gain per level, both get a fire dot that does about the same dmg as well...
both get a life drain dot, but while the fessors has a base dmg of 9.5 to 15.1 (from rank 0 to 40), the templars does 14.5 to 18.9 (again, from rank 0 to 40), each with same efficiency as well... and both get st. malorns wrath (fire based aoe), the fessors does 25-66 at gm, but the templars does 24-95 at gm...not to mention they recast on malorns wrath is nice and quick...
now, the main differences between this idea and commonly build fessors (thats a more nuker than healer) is that the fessor gets inspire (though the templar does get sloth, to steal stam, really takes the fight out of tanks)....
==============so ok heres my idea=================
since both fessors have to human, and templars can be human, they can have similar stats... so take a human fighter, but all stats, but raise int enough to take the +10 int trait, as well as the +10 int wiz apprentice trait rune... max con/int/spr at those values, giving 95 con, 120 int, and 95 spr... gm: cleasing flame; purge sin; curse of sloth;st malorns wrath; consume wickednes; wings of seraphim... take blademaster disc, sword goes to 100%, 1 point in feint, gm FW (for group purposes), take parry as high as it will go, as well as thaum... still end up w/ enough points to train a commander disc...
in the end you end up a with a templar that can nuke/dot on par w/ a fessor in normal form, but has to sit occasionally (you give up armor for robes and rings that are +int/+mana regen)....
but you have wings, which works out sort of like a barbs rage, lasting 20 minutes... it gives you flight ability as well as +75 str, +75 con, and +75 spr... *******that means with items you have around 170 con, 170 int, and 170 spr...******* upping your thaum and dmg, hps, stam, atr, parry (you nuke and drain really hard)... you end up with 2600-2800 hps, 400 or so stam, an atr than break 1300 without trouble, and w/ fient can break 1500 easy... also breaking 1500 mana should be entirely doable... and since your base mana regen, plus items regen all run off a base percentage, so much mana will increase your regen even faster (not to mention sloth at that level allows you to stay afloat almost indefinately, as long as their is someone around to leech stam from)...