nicely done alb...
only 1 place that had me raising my eyebrow a bit... armor break 2
SP: 213/300/400 = 913
Effect (cumulative): 150/200/250
Duration: 35 secs
Great skill. Requires Armour Break lv. 5 to learn. Like so many other templar abilities, the animation is drawn out, making it a little unwieldy in PvP but its effect is significant. Used in conjunction with Provoke, it greatly reduces enemies' physical defence.
what seems to confuse me is how the effect is significant. at least at lvl 1 i deal 35-40 dmg more per swing, which isnt much when you considering 2.7k per hit. this is lvl 1 but even lvl 3 doesnt even double the debuff, which would lead me to believe the effect would at most be 80 more dps given a set mob def rate, but bevcause mob defense goes up as the lvls go by but the debuff value does not chance like provoke, thats why i quesiton the effect. are you seeing soemthing that i'm not?
edit: i wanted to address this...
"Partying with Templars who knew how to use their skills properlu can teach more than any guide possibly can"
A: there are so little templars, not that easy, so guides are effective.
B: 40% of templars know how to use there skills properly.
C: 50% of templars are friendly (lowest in game)
D: if you are a soloer, guides more helpful
with all this in mind, a good guide should cover every aspect of the class. especially such an unpopular one.
for point A: guides can only get you so far. just the same as in real life theory can only get you so far. you can know all the ins and outs of say running a business from a theoretical standpoint but until the rubber meets the road you arent really going to know and udnerstand all the subtlties and nuances of operating a business efficiently. tk is similar in concept, to be a good tk takes time and practice. yes there are few of us; less of a problem now... but the fact remains practice is key.
B: prove you numbers...
C: again prove it. dont pull numbers out of thin air whtout facts to back them
D: TK is not a solo class