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Everquest 2 Templar Guide-chapter001

Everquest 2 Templar Guide

10. About this Guide
I hope this guide helped you with your travels through Everquest 2. If you are interested in more information for Everquest 2 or other MMORPGs, take a look at the EQ2 category on our site at http://eq2.killerguides.com. We would also appreciate in case you take the time to rate this guide and leave a feedback in the member area of our site at
http:///login.php. If you received this guide not from our site, please contact fraud@killerguides.com.

Copyright 2006.
EverQuest is a Registered Trademark of Sony Online Entertainment

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Everquest 2 Templar Guide

9. Templar vs. Inquisitor
9.1. Overview
The Templar is the pure healing class. The Inquisitor is a sister class that is more
concerned with adding a little bit of extra DPS.

9.2. The Differences
Templars receive a lot of spells that increase the overall healing power, while
Inquisitors receive more spells to aid the overall damage output. Whereas a Templar might receive a secondary effect of adding more mitigation to a target after they heal them, an Inquisitor would receive a damage shield or a haste effect to make the healed person deal more damage.

9.3. Raid Purposes
Inquisitors are not very good raid characters and some of their spell lines are still
currently not working properly. Also, Inquisitors do not receive many group cures, but Templars receive all of them. If you are interested in being a diverse and strong healer for a raid, choose a Templar. If you are willing to accept a less healing power for a little more buffs to cause damage, choose an Inquisitor. Raid-wise, though, Inquisitors are not diverse enough to merit any necessity and they will be relegated to non-MT groups. Just remember: All raids need a Templar, but no raids need an Inquisitor.

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Everquest 2 Templar Guide

Wood Elf
Camoflage Hides character, cannot move. 3min effect, 30m recast. Elven Reflexes +5 agility, Permanent Effect Faydwer Fashions +Tailor, Permanent Effect Forage +2sta, out of combat health regen. 3min effect, 30m recast. Gift of the Faydark +Woodworker, Permanent Effect Herbal Protection +3 disease resist, Permanent Effect Precision in Combat Piercing damage proc. 3min effect, 30m recast. Tunare’s Footsteps +3 tracking, Permanent Effect Vitality of the Feir’Dal +3% power, Permanent Effect Wind Warrior +2 parry, +2 defense, Permanent Effect

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Everquest 2 Templar Guide

Ogre
Battlefield Commands +3 defense for party member. 3min effect, 30m recast. Battle Rest +2 strength, out of combat health regeneration. 3min effect,
30m recast.
Blessing of Zek +3 strength, Permanent Effect Lifted Curse +3 intelligence, Permanent Effect Murdunk’s Tactics Slashing damage proc. 3min effect, 30m recast. Ogokian Trade +Weaponsmith, Permanent Effect Rallosian Conditioning +3 stamina. Permanent Effect Rallosian Readiness +Armorer, Permanent Effect Toughened Hide +3 defense, Permanent Effect War Ready +3% health, Permanent Effect

Ratonga
Trait
Effect
Concealed Presence Hides character, cannot move. 3min effect, 30m recast. Dark Agenda Poison damage proc, 2min effect, 30m recast. Filth Forage +2 agility, out of combat health regeneration, 3min effect,
30m recast.
Increased Immunities +5 disease resist, Permanent Effect Instrument of the Underfoot +Weaponsmith, Permanent Effect Pitiful Plea De-aggro, 20m recast. Poison Play +Alchemist, Permanent Effect Rodent Reflexes +3 agility, Permanent Effect Swift Scurry +3 avoidance, Permanent Effect Toxic Tolerances +5 poison resist, Permanent Effect

Troll
Bog Bully +3 strength, Permanent Effect Brutal Bashings Crushing damage proc, 2min effect, 30m recast. Gift of Innothule +5 disease resist, Permanent Effect Grobb Grub Summon T1 food, 30m recast. Maniacal Madness +3% power, Permanent Effect Mender of the Mire +Armorer, Permanent Effect Natural Regen +2 strength, stamina, out of combat health regeneration, 3min
effect, 30m recast.
Resilience +3 stamina, Permanent Effect Swamp Breath Enduring Breath, 10 min recast Troll Gourmet +Provisioner, Permanent Effect

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Everquest 2 Templar Guide

Human
Clothier
+Tailor, Permanent Effect
Determination
+3% power, Permanent Effect
Domination
Divine Damage proc, 3min effect, 30m recast.
Environmental Adaptability: Cold +cold resist, Permanent Effect Environmental Adaptability: Heat +heat resist, Permanent Effect Leadership
+3 defense, Permanent Effect
Metallurgy
+Armorer, Permanent Effect
Perseverance
+3 stamina, Permanent Effect
Physical Adaptability +3 defense, Permanent Effect Tend Wounds
+2str, out of combat health regeneration. 3min effect, 30m recast.

Iksar
Trait
Effect
Dark Medicine +Alchemist, Permanent Effect Defensive Coloration Hides character, cannot move. 3min effect, 30m recast. Greenmist Salvation +5 disease resist, Permanent Effect Honed Body +3 agility, Permanent Effect Legacy of the Shissar +3% power, Permanent Effect Natural Regeneration +2strength and agility, out of combat health regeneration.
3min effect, 30m recast.
Proficient Swimmer Enduring breath. 3min effect, 10m recast. Sebelisian Strike Crush damage proc. 2min effect, 30m recast. Toughened Scales +3 defense. Permanent Effect Whipstich +Tailor, Permanent Effect

Kerra
Ancestral Protection +3 divine resist, Permanent Effect Commune with Spirits +2 wisdom, out of combat power regeneration. 3min effect,
30m recast.
Eyes of the Night Ultravision, 3min effect, 10m recast. Fleetness of Foot +3 agility, Permanent Effect Gift of the Land +Alchemist, Permanent Effect Hunter’s Instinct +3 tracking, Permanent Effect Spiritual Enlightenment +3 wisdom, Permanent Effect Timber Shaper +Woodworker, Permanent Effect Unsheathed Claws Slashing special damage. 3min effect, 30m recast. Warm Fur +5 cold resist, Permanent Effect

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Everquest 2 Templar Guide

Half Elf
Ayr’Dal Assault Proc slashing damage. 3min effect, 30min recast. Ayr’Dal Adornment +Jeweler, Permanent Effect Camoflage Hides, cannot move. 3min effect, 30min recast. Dual Breed +2 sta, +3% power. 3min effect, 30m recast. Elven Reflexes +5 agility, Permanent Effect Gift of Faydark +Woodworking, Permanent Effect Perseverance +3 stamina, Permanent Effect Sinister Cunning +3 intelligence, Permanent Effect Tend Wounds +2 str, out of combat health regeneration. 3min effect, 30min
recast.
Tenet of Takish’Hiz +3 magic resist, Permanent Effect

Halfling
Trait
Effect
Always Prepared Summon T1 food. 30m recast. Distracting Hoax De-aggro, 30m recast. Halfling Grand Tactics Hides character, cannot move. 3min effect, 30m
recast.
Jumjum Regimen +3% health. Permanent Effect Light on the Feet +3 avoidance, Permanent Effect Lunch Time
+2agi, out of combat health regeneration. 3min effect, 30m recast.
Mischief Maker
Mental damage proc. 2min effect, 30m recast.
Niami’s Tutelage +Provisioner, Permanent Effect Pants Patcher
+Tailor, Permanent Effect
Protection of the Lucky Cabbage Absorbs some damage. 30m recast.

High Elf
Apperception +3 intelligence, Permanent Effect Elven Reflexes +5 agility, Permanent Effect Isoteric Study +Sage, Permanent Effect Firiona’s Zeal Divine damage proc, 3min effect, 30m recast. Gift of Tunare +3 wisdom, Permanent Effect Gilding of Felwithe +Jeweler, Permanent Effect Graceful Movements +2 parry, +2 defense, Permanent Effect Harmonious Mind +2 wis, out of combat power regen, 3min effect, 30m recast. Strength of the Koada’Dal +3% power, Permanent Effect Tenet of the Takish’Hiz +3 magic resist, Permanent Effect

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Everquest 2 Templar Guide

Dwarf
Brell’s Blessing +3% health, Permanent Effect Butcherblock Body 2+strength, out of combat health regeneration. 3min effect,
30min recast
Endurance +3 stamina, Permanent Effect Fortitude
+3 defense, Permanent Effect
Hearty Constitution +5 disease resistance, Permanent Effect Master of the Tumpy Tonic +Provisioner, Permanent Effect Spell Shrug +3 magic resistance, Permanent Effect Stormhammer Divine damage proc, 2min effect, 30min recast Vital Provisions Summon Ale T1 Drink, 30min recast Weapon Forger +Weaponsmith, Permanent Effect

Erudite
Trait
Effect
Chemist +Alchemy, Permanent Effect Erud’s Teachings +3% power, +2 intelligence, Permanent Effect Ethereal Absorbtion +2 int, out of combat power regen. 3min effect, 30min recast Infusion Magic reactive damage, 30min recast Knowledge of the Ether +3 magic resist, Permanent Effect Path of Learning +3 intelligence, Permanent Effect Scholarly Pursuit +Sage, Permanent Effect Summon Wisp Summons a light source, 30min recast Trained Mind +5 mental resist, Permanent Effect Ward of Glyphs Absorbs some damage, 30min recast

Gnome
Ak’anon Innovation +3 intelligence, Permanent Effect Chemical Calculations +Alchemist, Permanent Effect Confusing Babble De-aggro, 30min recast Gnomish Innovation Heat damage proc, 2min effect, 30min recast Flash of Insight +3% power, Permanent Effect Forge Innovation +Weaponsmith, Permanent Effect Lost in the Crowd Hides character, cannot move. 3min effect, 30min recast Power Surge +2 agi, out of combat power regen. 3min effect, 30min recast Singed Eyebrows +5 heat resist, Permanent Effect Sniffle Stopper +5 disease resist, Permanent Effect

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Everquest 2 Templar Guide

8.4. Racial Traits
These are the most defining of the choices, as many Furies will ultimately pick the
same things for the other options. The racial traits will not make or break a character, but they can be very important especially the +power and avoidance ones. I suggest that you try to make an informed decision, but do not let any races abilities sway you form playing the character that you want to play since it will not make a terrible amount of difference in the long run and can be overcome by smart play. They are only really there for the true min/maxer. You receive these traits at levels 18, 26, 34, and 44 for a total of 4 racial choices.

Barbarian
Trait
Effect
Blood of Halas +5 cold resist, Permanent Effect Brewmaster +Provisioner, Permanent Effect Cold Retribution Cold Proc effect, 3min effect, 30min recast Halasian Staple Summon lager, 30min recast Herbology +Alchemist, Permanent Effect Remembrance of Halas +3 defense, Permanent Effect Strength of the North +3str, Permanent Effect Strong Jawed +3 resist crushing, Permanent Effect Teachings of Tundra Jack +3 tracking, Permanent Effect War Wounds +2sta, + out of combat hp regen. 3min effect, 30min recast

Dark Elf
Elven Reflexes +5 agility, Permanent Effect Embrace of Hate Absorbs some damage, 30min recast Fueled by Hate Increased power regeneration out of combat. 3min effect,
30min recast
Innoruuk’s Cauldron +3% power, Permanent Effect Poison Crafter +Chemistry, Permanent Effect Pursuit of the Arcane +Sage, Permanent Effect Sinister Cunning +3 intelligence, Permanent Effect Strength of Will +3% mental resist, Permanent Effect Shadow Shroud Hides character, cannot move. 3min effect, 30min recast Wrath of the Teir`dal Damage shield, 3min effect, 30min recast

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Everquest 2 Templar Guide

Set Four
The choices are Giant, Treant, Siren, and Centaur. Pick Giant C there are many raid targets that are giants and most of those other mob types exist in only one or two zones.

Set Five
This is the hardest choice of them all. The options are Elemental, Nightblood, Shadowman, and Lizardman, all of which are relatively uncommon mobs there are no raid mobs of these types aside from a +++ Nightblood in Rivervale that does not drop any loot. I picked Shadowman, since it seemed likely that I would be seeing these mobs again. Lizardman was my secondary choice. The others do not seem common enough.

8.3. Class Traits
You receive 3 chances for stat upgrades, 2 chances for health and power
upgrades, 1 chance for melee resistance, and 2 magic resistances.
For the statistics upgrades, I chose agilityx1 and wisdomx2. Currently, 200+
wisdom only nets 1:1 for power, so you want to keep it around 200 and boost up your other stats if you can. Wisdomx3 would not be bad, though, since agility is fairly easy to raise. The only other stat I would upgrade would be stamina, but I use stamina dolls for activation slot so that I can get all the stamina that I need.
When faced with a choice of increased health, health regen, power, and power
regen, select increased Power both times. More power = faster regeneration, and that regeneration only works out of combat anyways. The increased health will not save you, even from the massive AE’s that some mobs have, but a little more power can go a long way for us priests.
As for resistances, I selected Heat and Cold since I raid often and the mobs were
doing heat and cold damage to me (especially cold on the Menagerie Drakota for the Fire and Ice quest from Nagafen). I would choose Heat, Cold, Poison, or Disease since most classes can buff the other 3 and they also appear on armor regularly.
The melee resistance you want is versus crushing as about 85%+ of mobs in this
game attack with crushing damage.
You receive these at levels 8(stat), 14(resist), 22(power/hp), 28(stat), 36(resist),
42(power/hp), 46(stat), and 48(resist).

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Everquest 2 Templar Guide

8. Character Traits
8.1. Introduction
Character traits are received every so many levels and are meant to advance your
character differently than other people and to sort of “specialize” in certain things. You already saw the spell training options, which were a form of character traits, so here are the rest. You receive one option from each set about every 8 levels.

8.2. Enemy Tactics
While not terribly useful, these master spells do provide some nice debuffing
power and are nice for raid mobs and large events. Otherwise, I do not use them. Therefore, I picked options where only a raid mob existed for the specific enemies. There are lots and lots of choices, but there weren’t many good ones, so these should be picked with little hesitation. You receive these at level 12, 16, 24, 32, and 38.

Set One
The choice is between Orc and Gnoll. Pick Orc no matter what city you come
from. Orcs are the only mob that exist past T3 zones and there are several raid mobs that are orcs. There are no raidable gnolls at this point and the last place you will ever see them is in Thundering Steppes.

Set Two
The choice is Skeleton, Zombie, and Ghost. I chose skeleton since they are a very common mob type, but there is a Zombie raid mob (King Zalak, Commonlands Epic zone). I have not seen any ghost raid mobs.

Set Three
The choices are Bixie, Golem, Fairy, and Goblin. Choose Golem as there are lots
and lots of Golem type mobs and a few are raid targets. There is a goblin raid target, but it is an instance, which is rarely done and is boring to say the least. Bixies are very uncommon and fairies are about as uncommon and do not have any boss types.