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Templar's Wrath (Protection OP)

michela123michela123 Member Posts: 257 Arc User
edited January 2018 in The Citadel
The cryptic 300%...

Templar’s Wrath grants temporary HP equal to 300% of the damage dealt, but this value increases according to the number of targets you hit:
0 target hit -> 300% of your damage
1 target hit -> 600% of your damage
2 targets hit -> 900% of your damage
3 targets hit -> 1200% of your damage
4 targets hit -> 1500% of your damage
5 targets hit -> 1800% of your damage

The target cap is 5. The skill also hits allies and companions, so in a fight against a single enemy you obtain 1800% temporary HP if your allies are close.


... of the cryptic damage dealt

The following modifiers affect the damage of Templar’s Wrath but NOT the temporary HP gained:
- Resistance Ignored
- Critical hits
- Debuffs
- Combat Advantage
- Orcus’ set
- All Archons active bonuses
- Batiri active bonus
- Bloodhunt (Tiefling racial trait)
- Level 73 enemies decrease TW damage, but you gain the same amount of temporary HP

These damage modifiers instead increase its temporary HP:
- Power
- Weapon’s damage (note for testers: the damage hit and the temporary HP roll different values)
- Vengeful Judge, Circle of Power, Radiant Strike and other skill buffs
- Feytouched, if you apply the buff before you cast Templar’s Wrath
- Chultan Tiger Active Bonus
- Tamed Velociraptor Active Bonus
- Siege Master active bonus
- Wild Hunt Rider active bonus
- Relic armor set bonus
- Stronghold weapons set bonus

(mod 13 edit: added Batiri, Chultan Tiger and Tamed Velociraptor)
Post edited by michela123 on
«1

Comments

  • thrilk#9892 thrilk Member Posts: 56 Arc User
    edited June 2017
    Thank you for doing this.

    So, does using a Vorpal and "criting" not affect temp HP? I see you say Crit affects damage but it does not affect temp HP?

    Would I be better off with Feytouched as far as temp HP goes?
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Good stuff, michela. I have a question; at 5 enemies is that 1800% of your total damage (i.e. adding up all 5 damage values then x1800%) or 1800% of single target value?
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  • michela123michela123 Member Posts: 257 Arc User
    Exactly, Vorpal doesn't increase the temp HP.

    At 5 enemies it's 1800% of single target value. Basically it's:
    300% + 300% * targets
  • trzebiat#2067 trzebiat Member Posts: 372 Arc User
    Cryptic tooltips™...

    This really puts some things into perspective. Talking about survivability only and Temp HP, Trans Feytouched seems the best giving more Temp HP and also two damage debuffs, and other weapon enchantments (PF, Frost, Lightning) are viable option just like Vorpal. And you don't need capped RI (good thing for fresh lvl 70s) or positioning for CA to get more Temp HP when it doesn't matter. It really sucks debuffs don't affect it, mainly. Weird why Siege Master works, but Archons don't.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    So the primary scalers for TW are power, radiant strike, weapon damage & siege master.

    I'd hazard a guess that as it appears to only take base damage into account, the Siege Master must buff base damage whereas the archons buff is added to it.

    This really shakes up our understanding of how it works. @thefabricant - thought I'd tag you as this is the kinda stuff you like ;)
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  • dupeksdupeks Member Posts: 1,789 Arc User

    Exactly, Vorpal doesn't increase the temp HP.

    At 5 enemies it's 1800% of single target value. Basically it's:
    300% + 300% * targets

    I wonder if the math is because of the Devo effect. Since that one hits allies (and I believe also yourself), it might have a hard time separating the Prot from the Devo versions of the power.

    That also might explain why it's counting 6 * 300%. If it's you + 5 targets. And since you cannot deal damage to an ally the skill needed an alternate calculation for how to grant the Temp HP (presumably not based on effects that we don't expect allies to have -- debuffs, HP-difference based effects like orcus and archon bonuses, etc.)

    Very interesting findings!

    FWIW, I find that the wording is deal 300% of damage dealt, so it kind of makes sense for it to increase with the number of targets hit. Although the way it's calculating the temp HP currently is very silly :)
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    armadeonx said:

    So the primary scalers for TW are power, radiant strike, weapon damage & siege master.

    I'd hazard a guess that as it appears to only take base damage into account, the Siege Master must buff base damage whereas the archons buff is added to it.

    This really shakes up our understanding of how it works. @thefabricant - thought I'd tag you as this is the kinda stuff you like ;)

    No need to tag me, I read all her posts :P
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    Huh, I guess that means Feytouched is the best for personal survivability for a Paladin.

    Cryptic tooltips™...

    You forgot to substitute the "y" with "a" in that, although in this case, the tooltip is more misleading/half truth than outright wrong.

  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    The question that occurs to me is, is it then more beneficial to stack power or crit on your companion?

    Procced with r12 bondings, you're looking at maybe 12k power or crit. Power would increase temp health whereas crit (30%) would increase personal dps which would have the benefit of increased threat gen compared to power.

    Which do you feel would be more beneficial to a prot build?
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  • fizgigtiznalkie#4436 fizgigtiznalkie Member Posts: 372 Arc User
    edited June 2017
    Good thing I bought an earth archon instead of a siege master... doh. Looks like I'm buying another companion, replace owlbear cub or sylph is the question...

    This data flies in the face of anecdotal evidence of crit builds getting 3 million temp HP though, I wonder if that was all thru DC power sharing.
  • alicat22000alicat22000 Member Posts: 49 Arc User
    I read a tankadin build. He was completely adamant on stating do not get the owlbear cub. From what I understand those companions were released on pc or tested on pc. But have no real use for PS4. It was along those lines. He was saying, for a tankadin to get the Con Artist, siege master, fire water and I think air or earth. But basically 3. Considering he was 3800 at the time, he still swore that orcus can still one hit him when going in.
  • metikulousmetikulous Member Posts: 47 Arc User
    edited June 2017
    armadeonx said:

    The question that occurs to me is, is it then more beneficial to stack power or crit on your companion?

    Procced with r12 bondings, you're looking at maybe 12k power or crit. Power would increase temp health whereas crit (30%) would increase personal dps which would have the benefit of increased threat gen compared to power.

    Which do you feel would be more beneficial to a prot build?

    Brutals =).

    I want to try a wild hunt rider now for funsies.
  • ddmf#6945 ddmf Member Posts: 3 Arc User
    armadeonx said:

    The question that occurs to me is, is it then more beneficial to stack power or crit on your companion?

    Procced with r12 bondings, you're looking at maybe 12k power or crit. Power would increase temp health whereas crit (30%) would increase personal dps which would have the benefit of increased threat gen compared to power.

    Which do you feel would be more beneficial to a prot build?

    I think once you get all double offense slot items for your companions then brutals would be the best answer as you'll cross over the crit 100% with 5 r12 azures, and extra power is - as we've seen above - much better than crit.


    Brutals =).
    I want to try a wild hunt rider now for funsies.

    Just realised that I had a wild hunt rider in my bank that was account bound - must have pulled it from somewhere months ago so I've now got that sitting in my actives along with Sellsword, Air, Earth, and Fire archons.

    Now to grab a feytouched.
  • mmcgill829#7204 mmcgill829 Member Posts: 2 Arc User
    how did you determine things like crit and archon bonuses don't im> @michela123 said:
    > The cryptic 300%...
    >
    > Templar’s Wrath grants temporary HP equal to 300% of the damage dealt, but this value increases according to the number of targets you hit:
    > 0 target hit -> 300% of your damage
    > 1 target hit -> 600% of your damage
    > 2 targets hit -> 900% of your damage
    > 3 targets hit -> 1200% of your damage
    > 4 targets hit -> 1500% of your damage
    > 5 targets hit -> 1800% of your damage
    >
    > The target cap is 5. The skill also hits allies and companions, so in a fight against a single enemy you obtain 1800% temporary HP if your allies are close.
    >
    >
    > ... of the cryptic damage dealt
    >
    > The following modifiers affect the damage of Templar’s Wrath but NOT the temporary HP gained:
    > - Resistance Ignored
    > - Critical hits
    > - Debuffs
    > - Combat Advantage
    > - Orcus’ set
    > - All Archons active bonuses
    > - Bloodhunt (Tiefling racial trait)
    > - Level 73 enemies decrease TW damage, but you gain the same amount of temporary HP
    >
    > These damage modifiers instead increase its temporary HP:
    > - Power
    > - Weapon’s damage (note for testers: the damage hit and the temporary HP roll different values)
    > - Vengeful Judge, Circle of Power, Radiant Strike and other skill buffs
    > - Feytouched, if you apply the buff before you cast Templar’s Wrath
    > - Siege Master active bonus
    > - Wild Hunt Rider active bonus
    > - Relic armor set bonus
    > - Stronghold weapons set bonus

    How was this determined? I'd be curious to see the numbers behind this. A lot of OPs post huge temp hit points while running things like high crit and the archons so it's a bit confusing.

    I have a buddy that's trying his hardest to get his build figured out for FBI and is struggling with the temp hit points problem and can't figure out the missing piece.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Brutals do sound interesting, as do double offence rings.

    I read a tankadin build. He was completely adamant on stating do not get the owlbear cub. From what I understand those companions were released on pc or tested on pc. But have no real use for PS4. It was along those lines. He was saying, for a tankadin to get the Con Artist, siege master, fire water and I think air or earth. But basically 3. Considering he was 3800 at the time, he still swore that orcus can still one hit him when going in.

    The owlbear damage is a separate application so it would fall into the same category as crit, i.e. it adds damage but that damage doesn't add to the effectiveness of Templars Wrath. The funny thing is we now see the Archons don't either lol.
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  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    On the Wild Hunt Rider - does anyone know if the active bonus increases with rank and if so, what to?

    The tooltip on green rank is a 2% chance, I'm curious to know what it is at Legendary rank.
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  • trzebiat#2067 trzebiat Member Posts: 372 Arc User
    The purpose of OBC and low crit was pure damage boost. After nerf it can't compete with crit and Archons' bonuses.
  • thrilk#9892 thrilk Member Posts: 56 Arc User
    > @armadeonx said:
    > On the Wild Hunt Rider - does anyone know if the active bonus increases with rank and if so, what to?
    >
    > The tooltip on green rank is a 2% chance, I'm curious to know what it is at Legendary rank.

    5%, iirc.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    edited June 2017
    Thanks :smiley:
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  • michela123michela123 Member Posts: 257 Arc User
    @mmcgill829#7204 I just equip a preview test weapon, cast the skill and hover my cursor on the HP bar.

    Non crit:


    Crit (with Vorpal):


    With blue Siege Master:


    While the temp HP on crit hits are the same, when I equip a blue Siege Master they increase from 14119 to 15108, that is exactly 7% (the damage buff is 7% on Stronghold map). The only difficult part is not to get distracted by the sexy pose.
    Testing on mobs is a bit trickier: they must hit you until you cap your Power and when you cast TW you must hover your cursor fast before they attack you again, but it’s doable.

    Anyway I calculated that in a good endgame party you can reach several millions of temp HP just relying on buffs, I can post you the math if required.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User

    rjc9000 said:



    While the temp HP on crit hits are the same, when I equip a blue Siege Master they increase from 14119 to 15108, that is exactly 7% (the damage buff is 7% on Stronghold map). The only difficult part is not to get distracted by the sexy pose.

    You can always play as a lizard. You'll never have to worry about being distracted by the sexy!

    Even after BiS stats, you get the bonus "Periphial Vision" skill, as Dragonborns are so ugly that you're more likely to focus on everything else around you, giving you better situational awarness.
    @rjc9000 then maybe you should reroll your tank to dragonborn, you need a severe buff to situational awareness :P
    The "Ugly as Sin" racial bonus is such a crippling disadvantage for me that it makes me prefer hitting the dirt than picking up a lizard anything.

    I'd rather not debuff my team's (already rather limited) effectiveness (with me in the party), thank you very much.

  • raw22raw22 Member Posts: 6 Arc User
    Ok knowing this info now plus everything else we know what would you suggest for end game op tank companions?

    1. Obviously sellsword/con artist etc. as a summoned main.
    2. Energon for more hp?
    3. Now it gets tricky and I need advice....siege/earth/air? Then what do I do with my legendary yeti? What one do I swap out for rust monster for Hamburger Hill in FBI? Wild hunt rider....worthwhile or no once leveled up (Active Bonus: On Encounter Use: +2/3/5% chance to increase damage by 10% for 5 seconds.).

    Yeah so I'm open to suggestions with reasons behind them please.
  • trzebiat#2067 trzebiat Member Posts: 372 Arc User
    End game? Still 100% crit, Sellsword/Con Artist, Air and Earth Archons, Siege Master, and Fire Archon (if using Vorpal) or 10% Crit Sev companion (if using Feytouched) or Energon for max power share. Reason? To deal more damage, the faster you kill things the less time to make mistakes.
  • alicat22000alicat22000 Member Posts: 49 Arc User
    > @rjc9000 said:
    > While the temp HP on crit hits are the same, when I equip a blue Siege Master they increase from 14119 to 15108, that is exactly 7% (the damage buff is 7% on Stronghold map). The only difficult part is not to get distracted by the sexy pose.
    >
    >
    > You can always play as a lizard. You'll never have to worry about being distracted by the sexy!
    >
    > Even after BiS stats, you get the bonus "Periphial Vision" skill, as Dragonborns are so ugly that you're more likely to focus on everything else around you, giving you better situational awarness.

    Dragonborn not lizards. And I love them. I have every 70 a DB. Lol
  • alicat22000alicat22000 Member Posts: 49 Arc User
    > @trzebiat#2067 said:
    > End game? Still 100% crit, Sellsword/Con Artist, Air and Earth Archons, Siege Master, and Fire Archon (if using Vorpal) or 10% Crit Sev companion (if using Feytouched) or Energon for max power share. Reason? To deal more damage, the faster you kill things the less time to make mistakes.

    What would you suggest if your running Briartwine and Lightning ? I can leg up and companion easy.
  • alicat22000alicat22000 Member Posts: 49 Arc User
    I love the sell sword. I use her on my DC for solo. Con artist is great too once levelled. I heard the Belial is good. I've got the SW pack. Not as summoned. Bur for the crit.
  • trzebiat#2067 trzebiat Member Posts: 372 Arc User
    Crit Sev pet if not using Vorpal. Should be good with Lightning especially on trash since it crits.
  • david#2060 david Member Posts: 78 Arc User
    Very interesting info thank you.

    so my OP is 12.5k ilvl and right now got like 70% crit%, using bold jewerly on companion (crit+arpen) plus azures on off slot, are r9 so far, I was planing upgrading them to increase crit chance. The weapon enchant is not decided yet, runing a plain terror I had hanging around.

    After reading this, lets say i forget about stacking crit and I go for max power on companion (power+arpen jewerly, plus radiants in off slots). Besides Feytouched, which one would be the weap. enchant you would use for such setup? (I got T.Fey on my gf, just wanna give a dedicated weapon enchant to the paladin, and dont feel like making a second feyt.)

    Also, does it makes sense at all stacking more power just for more hp (and mroe damage also), not for sharing? or is stacking crit far better?
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