Gaming

Age of Conan Guide – Level 80 Dark Templars PvP Compilation & Review

Level 80 Specified PVP DT

General comments on leveling:

While doing this guide, The Dark Templar (DT) seemed a bit “clumsy” from levels 1-25, able to handle his, but not much else. From level 25 to 45, you will notice that the Dark Templar (DT) begins to gain strength, in this area you should be able to easily handle 3 to 4 mobs of your level or 2 to 3 mobs above you. (This is with minimal downtime) From 45 to 65, DT really gets strong; anything on your own level becomes a waste of time. Above 65 mobs, even 3-4 levels above you, it’s a fair hunting game as long as you don’t throw too many. You will find that, more than other classes, DT becomes highly dependent on correctly placed feat points, even more so than actual equipment. The DT also appears to be a “latecomer”, not regaining his own strength until 65+.

Skill Points:

Bandages and fast healing I have at 500. This seems to work well for increasing HP between fights.

Recovery and fast recovery I also have at 500. Stamina is the main problem with DTs when leveling up solo. You might even consider taking 100 Bandage Stitches and 100 Rapid Recovery Points and put them on Recovery and Rapid Recovery.

I have 200 in Stamina and 200 in Running Speed. Both were used until I bought a frame. For endgame PvP, you may want to put 400-500 on running speed. (You DO NOT sprint in endgame PvP, unless you’re happy with popping stam pots.)

The climb has 450 only due to a climb point in the Aztel Approach. (There is a shortcut there that you have to climb in order to use it)

Hiding has zero, as this skill is not required at all, in endgame PvP you want others to see you, to go after you instead of healers and devastators.

The perception has zero because it just didn’t have enough points to place here. If you are going to use perception, you will need to be capped at 80 for it to be used effectively, and with a DT you cannot afford to do this.

Taunt has zero, as this is not a PvE build.

I have 152 points left, however I am saving them in case there is an escalation point in a raid / party dungeon that has a 600 point requirement. If this is not a problem, it will go into execution speed.

The exploits:

Trained feats

  • Ruined touch
  • Plagued soul
  • Dark hand
  • Devouring Blood Frenzy
  • Power of the Devourer
  • Incinerate Ether
  • Dispel the ether
  • Dreaded master
  • Combo – Mind Destruction
  • Hexer Power
  • Touch of death
  • Combo – Mind Destroy
  • Unholy force
  • Terrifying shadow
  • Trained feats
  • Devouring touch
  • Spell – Arms Pact
  • Leech vigor
  • Gwahlur’s Curse
  • Ether Leech
  • Corrupt weapon
  • Approaching death
  • Improved Soul Pacts
  • Spell – Soul Barrier
  • Recovery
  • Improved Frenzy Posture

General:

I had some reservations about putting points in this tree. As such, I only put 5 on recovery as the Regen is half decent for 5 points. The 2 points in the improved frenzy posture are “leftovers” that I didn’t see a better place for. The rest of the tree seems mostly for defense with the exception of Sustained Rage, which didn’t have enough points to get. Remember this is a PvP build, NOT a PvE or raid build. In PvP you are not a primary target, healers and ravagers are, and as such you can sometimes allow yourself to be in a frenzy to take down healers and devastating enemies.

Desecration:

  • Devouring Touch 5 points: This starting tree skill adds to your life.
  • Arms Pact 5 points: This, in my opinion, is the best Pact to run for DPS.
  • Vigor Leech 5 points: This is not an optional ability, the downfall of a DT is stamina, and this stamina leech is a must for PvE and PvP. This also leads to Ether Leech.
  • Talisman Mastery 0 points: I haven’t found a single decent talisman, and losing the shield doesn’t seem to be smart.
  • Curse of Gwahlur 5 points: Decent skill that gives you health, deals damage, and seems to work decently.
  • Ether Leech 1 point: Just 1 point here is incredible for a mana leech. (Note that I have Soul Barrier)
  • Corrupt weapon: 2 points: A little disappointed here as it doesn’t do much damage and doesn’t produce much, however I was forced to place 2 points to get the rear soul barrier)
  • Enhanced Dread Fury 0 points: I can’t even cast a basic buff from this as I get a bug that a more powerful spell is currently in effect. (Arms Pact) So there was no need to waste points here, I use Aura of Infusion which is awesome for survival.
  • Approach to death 1 point: It only takes 1 point here, I notice it from time to time, although it is not a great benefit.
  • Improved Martyrdom 0 points: I’m not a healer, although this does a nice boost to health, I didn’t want to waste the points on this.
  • Improved Soul Pacts: 1 point – Awesome skill for just 1 point, supposed to increase the proc percentage of the pact itself.
  • Soul barrier 1 point: This is a controversial ability, when you cast this damage (lasts 20 seconds) it applies to your mana pool before your actual health pool. If you have time to cast it, it is an amazing spell. The only bad thing is the casting time, if you jump you don’t have time to use it, however if your party is initializing PvP this is a very unpleasant bonus. Note that I took the two stuns on the other tree, using one of them gives me time to cast it in solo PvP, and popping a canister of mana works wonders while under its effects.

Depravity:

  • Touch ruined 5 points: Awesome feat adds DPS and procs decently.
  • Plagued soul 5 points: It basically makes Blighted touch an AOE; However, the tree’s other ability is useless.
  • Crystallized Ether 0 points: Total waste, the only time you use mana is to empower, even if you have Soul Barrier, the shield will fall faster than this ability will replenish it, use a mana pot instead.
  • Dark hand 5 points: Basic DPS adds to your melee tears.
  • Devouring Blood Frenzy 3 points: Since I often do frantic preparation for PvP, this seemed like a decent 3-point investment. I have not noticed a significant difference so I may investigate this further in the future. It’s supposed to give you some health while you’re in a frenzy.
  • Consuming Bulwark 0 points: I don’t do a defensive stance in PvP so this is a waste.
  • Malacodor Pact 0 points: Since he was already frantic, he didn’t want to take a big hit of health to cause more damage.
  • Power of the Devourer 5 points: Increased DPS to an already powerful combo, I had no problem spending all 5 points here.
  • Dark charge 0 points: I originally had this feat, however you had to get really close and it just didn’t seem like there was time to use it in PvP. As a tank class I’m chasing healers and pitchers, I can stun them. Even if I’m caught chasing them, what good is a healer / ravager to the enemy team if they are constantly running?
  • Dispel Ether 3 points: He needed this to do double damage with incinerate ether. (Mana and HP)
  • Incinerate Ether 1 point: 1 point for double the damage? Hell yes.
  • Fel Soul 0 points: I have quite a few reservations about sadism with a DT, the PBAOE is only double digit damage when triggered, almost useless in fast paced PvP battles.
  • Sadistic glee 0 points: Another feat of sadism.
  • Dread Lord 1 point: For 1 point, you can’t complain about reducing the cooldown on combos, even if it’s not a massive reduction.
  • Reaper of Malacodor 0 points: I need Malacodor’s Pact for this.
  • Mind Wrack 1 point: 1 point for a stun ability, amazing.
  • Ether Reap 0 points: I won’t waste 5 points for the small Mana Regeneration when using Mystical Bane.
  • Power of Hexer 5 points: Another feat that adds DPS to a powerful combo.
  • Gore Fiend 0 points: Feat of sadism
  • Masochism 0 points: Feat of sadism
  • Touch of death 5 points: Impressive ability for single shot (combo) launchers
  • Air of Death 0 points: Decent skill, however, you must use Death Touch to activate it. TOD has too long a cooldown to justify this feat.
  • Sadistic revenge 0 points: Sadism feat.
  • Mind Shatter 1 point: 1 point for a more powerful stun, easy point placement here. Note that the two stuns are on different cooldowns.
  • Unholy Force 5 points: Increase the DPS of ALL combos.
  • Drainage force 0 points: I wanted to place one here, but as a dipper healers and the strength of the launchers doesn’t make sense to them.
  • Ravenous Devourer 0 points: I didn’t have the preq for this.
  • Terrifying shadow 1 point: This was the biggest disappointment. Yes, the ability works, however the pet spawns for a very short time of 5-10 seconds. This should have been a feat at 3 points at 10 seconds per point. Only 1 point, but almost useless.

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