The Elemental Templar Guide - V1.01 This guide has been substantially rewritten following the original "draft" version. As always with something this big, there is likely to be spelling mistakes and the odd factual blunder. If you spot these please point them out for correction in future versions of this guide! ---------------------------------------------------------------- The Elemental Templar. A guide for V1.11/V1.12 PvM Diablo 2/LOD. Guide version V1.01. By Asmodeous. Foreword. The Templar. Experienced players will tell you that the Templar does not suit Player versus monster game play at all. It is far too mana hungry and limited in use to be able to be able to deal with every monster encountered while questing to end game. The obvious solution would be to combine Fist of the Heavens with other skills that can be used for most situations, leaving the fist of the heavens skill for those occasions that best suit it. A combination or hybrid as it where, combining the Melee abilities of the paladin with the ranged spell casting of Fist of the Heavens and even Holy Bolt. But how do we accomplish this? Skill points are the limiting factor. A Zealot hybrid usually needs Fanatism and Zeal combined with the skills normally needed for a Templar, Conviction, Fist of the Heavens along with holy shock synergy and holy shield as well. It can’t be done effectively because we just don’t have enough skill points. Or can it? The answer is yes. It can be done. The elemental Templar is the answer. Reading this guide will help you do it. So why build an Elemental templar? Well, firstly the character is a surprisingly versatile package. It suits both solo and multi player games and also happens to be a rather potent undead killer. It is also very fun as the combination of Zeal and Fist of the Heavens gives the player a combination of skills and a varied game play that offers both novice and experienced players a challenge to play. The elemental Zealot is not what I would call an expensive character to build. It works well with inexpensive and the uber equipped set up. Many of the items are not your normally sought after toys and most of the preferred Rune words do not require high end runes. It’s a build that can be made by many and enjoyed thoroughly. The drawbacks? The pure elemental templar does not cope well with solo play in games with lots of players in it. (the same as using the /player x setting in single player mode). The damage of both Fist of the heavens and elemental zeal does not scale well with the higher hit point monsters. But this drawback can be overcome by combining the “riftadin” or even “dreamadin” with the Templar build. The “Rift Templar” or “Dream Templar”as it where. These set ups copes far better in multi player games than a pure elemental zealot/templar mainly because Riftadins and Dreamadins can be very powerful builds in their own rights. Unlike most melee paladin builds, the Eletemplar involves quite a lot of aura/skill/weapon switching as well as strategic game play. With a zealot you simply turn on the Fanatism aura, recast your Holy shield every so often and then click everything on screen to death. The Eletemplar is a very involving character to play, and ideal for those players who find playing the usual melee paladins boring. Balancing a Dreamadin hybrid. A quick word on the Dream templar before we get into the guide. You may or may not know but dreamadins can be quite powerful characters and many will argue that dreamers are the most powerful character class you can make currently as well as one of the most expensive. A fully equipped dual dreamer/dragon/Hand of justice shred’s monsters at an alarming rate, and with such firepower, you’ll never need to use the Fist of the Heaven’s spell. Not much point spending the skill points if your not likely to use the skills. Riftadins and dreamadins are a simple zealot build (skill point wise) so the build lends itself to a hybrid build such as the Eletemplar. A fully equipped Dreamer can utilize up to four high end rune words (Dual dream, Dragon and hand of Justice for example). If you can only afford to make one or two of these rune words, then combining them with the Templar build is ideal and a good balance between the damage your Eletemplar will do with his melee/pulse damage and the Fist of the Heavens/Holy Bolt spells. Spending stat points. Like many other Paladin builds, the Elemental Templar has no extra ordinary stat point requirements. Enough strength for your equipment, Enough points in Dexterity for shield blocking and the rest in vitality for life while leaving energy alone. Simple. Strength. Requirements here are low. 118 for Guardian Angel or 103 for Archon plate armor are likely to be your highest needs. Dexterity Likely to be higher than your average Paladin if we are not using Herald of Zakarum as our primary Shield so more Dexterity is required to reach 75% chance to block with our shield. Phase blade weapons also require 136 Dexterity so expect your dexterity to be around this figure before items by end game. Vitality If you didn’t spend the points elsewhere, spend them here. Energy Leave it at base. You simply will not gain enough benefit to justify spending points here. 1.5 points of mana per stat point is a complete waste. Allocating Skill Points. The elemental templar is essentially a Hybrid build. What is known as a Simple Conviction Zealot (Zeal and Conviction) and a Templar (Holy Fist, two synergies and Conviction). Conviction is the main common aura to both Zeal and Fist of the heavens. The rest of your skill points are spent on support skills for these two skills namely, Holy Shield and Fist of the Heaven’s two Synergy skills, Holy Shock and Holy Bolt. Zeal. 2 Points. One point in the pre requisite skill Sacrifice and one point in Zeal. Our Items should boost Zeal to level 5 or more for the maximum number of attacks for Zeal. If not, an extra point or two could be worthwhile. Conviction. 25 Points. Five points in each Pre requisite skills, Might, Holy Fire, Thorns, Holy Freeze and Sanctuary. Then 20 skill points in Conviction. Holy Shield. 9-14 Points. Four points in each Pre requisite skills, Smite, Holy Bolt, Charge and Blessed Hammer. Then 5-10 Skill points in Holy Shield depending on your preferences. You can build this skill higher than this if you like, though it will be at the cost of Fist of the Heaven’s Synergy skills. Fist of the Heavens. 22 points. Two points in each Prerequisite skills, Vengeance and Conversion. (Zeal and Sacrifice already taken) Then 20 skill points in Fist of the Heavens. Holy Shock. 15-20 points. Synergy skill for Fist of the heavens for a nice punchy blast to your opponents. Holy Bolt. The rest. With between 73-83 skill points spent so far, We have a few point left over by end game (level 85, 96 skill points approx) to put into Fist of the Heavens other Synergy skill. So, why spend the points on this synergy? When Fist of the Heavens hits a target a number of Holy Bolts are released equal to all the targets within range whether they are undead or not. Another little known fact about the Holy Bolts released is that Holy Bolt will pass thru targets and continue on their path out to their maximum range meaning that for example, if 20 bolts are released, an undead creature standing right next to the target can be hit by several Holy Bolts. Yeah, bye bye bone head. Conviction has no effect on Holy Bolt damage as it is magic so it is effective against undead targets at any range, even off screen so having the conviction aura active for FoH casting is not required except for the initial lightning damage done to the primary target. You can also select Holy Bolt and cast it directly as well if you wish. It is handy for cleaning up the odd undead at range and will heal your merc or party members as well. The eletemplar is one of the few builds I know that can utilize Holy Bolt as well as Fist of the Heavens in Player versus monster game play, so you may as well enjoy it too. Sanctuary. Another aura to have active when casting Fist of the heavens at undead is this aura. You’ve already put a point here to get Conviction and one point is all you need. The knock back on undead has a herding effect, particularly on enclosed maps such as the chaos sanctuary as you can push a group of undead into a corner or against a wall and then dish them all a world of punishment with Fist of the heavens holy bolts scattering thru their ranks.