Age of Conan Guide – Level 80 Dark Templar PVP Build and Review

The specified level 80 PVP DT

General comments about leveling:

While I was doing this guide, The Dark Templar (DT) seemed a bit “numb” from levels 1-25, able to handle his own, but not much else. From level 25 to 45 you will notice that the Dark Templar (DT) starts to have its own strength, in this area you should be able to easily handle 3-4 mobs of your level or 2-3 mobs of a higher level than you. (This is with minimal downtime) From 45 to 65, the DT really gets strong; anything on your own level becomes a waste of time. Above 65 mobs, even 3-4 levels above, you’re fair game hunting as long as you don’t take out too many. You’ll find that, more than other classes, the DT becomes very reliant on properly placed feat points, even more so than actual gear. The DT also appears to be a “late developer,” not really getting strong until age 65 or older.

Skill Points:

Bandage and Quick Heal I have at 500. This seems to work well with the HP increase between fights.

Recovery and Quick Recovery I also have at 500. Stamina is the main issue with DTs when leveling solo. You might even consider taking 100 points from the bandage and 100 points from Quick Recovery and putting them into Recovery and Quick Recovery.

I have 200 stamina and 200 running speed. Both were used until I bought a mount. For late game PvP, you may want to put 400-500 on run speed. (You do NOT use late-game PvP sprint, unless you’re happy with popping pots.)

Climbing is 450 only due to a climbing point in Aztel’s Approach. (There is a shortcut there that you have to climb in order to use it)

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

Perception is zero because I just didn’t have enough points to place here. If you’re going to use perception, you’ll need to be capped at 80 to be able to use it effectively, and with a DT you can’t afford to do that.

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/group dungeon that has a 600 point requirement. If this turns out not to be a concern, it will move to execution speed.

The exploits:

trained feats

  • Ruined touch5/5
  • Ruined Soul5/5
  • Dark Hand5/5
  • Devouring Blood Frenzy3/3
  • The power of the devourer5/5
  • Incinerate Ether1/1
  • Dispel ether3/3
  • Dreadlord1/1
  • Combo – Mental Destruction1/1
  • The power of Hexer5/5
  • touch of death5/5
  • Combo – Mind Shatter1/1
  • Unholy Force5/5
  • Dread Shadow1/1
  • trained feats
  • Devouring Touch5/5
  • Spell – Pact of Arms5/5
  • Vigor Leech5/5
  • Curse of Gwahlur5/5
  • Aether Leech1/1
  • Corrupted Weapon2/2
  • Approaching Death1/1
  • Improved Soul Pacts1/1
  • Spell: soul barrier1/3
  • Recovery5/5
  • Improved Frenzy Stance2/5

General:

I had some reservations about putting points on this tree. As such I only put 5 on recovery, as Regen is half decent for 5 points. The 2 points in the upgraded frenzy stance is “leftover” for which I didn’t see a better place. The rest of the tree seems mostly for defense with the exception of Sustained Rage, which I didn’t have enough points to get. Remember this is a PvP build, NOT a PvE or raid build. In PvP, you’re not a primary target, Healers and Destroyers are, and as such you can sometimes afford to be in a frantic position to take down enemy Healers and Destroyers.

Description:

  • Devouring Touch 5 points: This starting tree ability adds to your life.
  • Arms Pact 5 points: This, in my opinion, is the best Covenant to run for DPS.
  • Vigor Leech 5 points: This is not an optional skill, the bane 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 smart.
  • Curse of Gwahlur 5 points: Decent ability that gives you health, deals damage, and seems to work decently.
  • Aether Leech 1 point: Just 1 point here is amazing for a mana leech. (Note that I have Soul Barrier)
  • Corrupted Weapon: 2 points: A little disappointed here as it doesn’t do much damage and doesn’t proc much, however I was forced to put down 2 points to get the back soul barrier)
  • Improved Dread Fury 0 points: I can’t even cast a basic buff from this because I’m getting an error 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 amazing for survivability.
  • Approaching Death 1 point: Only 1 point needed here, I notice it from time to time, not a huge benefit though.
  • Improved Martyrdom 0 points: I’m not a healer, although this does a nice health boost, I didn’t want to waste the points on this.
  • Improved Soul Pacts: 1 point: amazing ability for only 1 point, supposed to increase the proc % of the pact itself.
  • Soul Barrier 1 point: This is a controversial ability, when you cast this (Last 20 seconds) the damage is applied to your mana pool before your actual health pool. If you have time to cast it, it’s an amazing spell. The only bad thing is the cast time, if you get skipped you don’t have time to use it, however if your party is starting PvP this is a very unpleasant bonus. Note that I took the two stuns on the other tree, using one of them buys me time to cast it in solo PvP, and popping a mana pot works wonders while under its effects.

Depravity:

  • Missed touch 5 points: Impressive feat adds DPS and procs decently.
  • Ruined Soul 5 points: It basically makes Blighted touch an AOE; however, the other ability on the tree is useless.
  • Crystallized ether 0 points: Total waste, the only time you use mana is to buff, even if you have Soul Barrier the shield will drop faster than this ability will replenish it, use a mana pot instead.
  • Dark Hand 5 points: Basic DPS added to your melee weps.
  • Blood Devouring Frenzy 3 points: Since I tend to frantically prepare for PvP, I thought it was a decent investment of 3 points. I haven’t noticed a significant difference so I may look into this further in the future. It’s supposed to give you some health while in frenzy stance.
  • Consuming Stronghold 0 points: I don’t do a defensive stance in PvP, so this is a waste.
  • Malacodor Pact 0 points: Since he was already in a frenzy, he didn’t want to take a huge health hit to deal more damage.
  • Power of the Devourer 5 points: DPS boost to an already powerful combo, I had no problem spending the 5 points here.
  • Dark charge 0 points: He originally had this feat, however you had to be very close and he just didn’t seem to have the time to use it in PvP. As a tank class, I’m chasing healers and casters, I can stun them. Even if I’m stuck chasing them, what good is a nuker/healer to the enemy team if they’re constantly running?
  • Dispel Ether 3 points: I needed this to deal double damage with Incinerate Aether. (Mana and HP)
  • Incinerate Ether 1 point: 1 point for double 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 processed, almost useless in fast paced PvP battles.
  • Glee sadistic 0 points: Another feat of sadism.
  • Lord of terror 1 point: For 1 point you can’t complain about combo cooldown reduction, even if it’s not a massive reduction.
  • Malacodor Reaper 0 points: You need Pact of Malacodor for this.
  • Mind Wrack 1 point: 1 point for a stun skill, amazing.
  • Ether harvest 0 points: I won’t waste 5 points for the little mana regen when using Mystical Bane.
  • Hexer’s Might 5 points: Another feat that adds DPS to a powerful combo.
  • Gore Demon 0 points: sadism feat
  • Masochism 0 points: sadism feat
  • Touch of Death 5 points: Impressive skill for one-shot shooters (Combo)
  • Air of death 0 points: Decent ability, however you need to use Touch of death to activate it. TOD has too long a cooldown to justify this feat.
  • Sadistic revenge 0 points: Sadism feat.
  • 1 Point Breaker: 1 point for a more powerful stun, easy point placement here. Note that the two stuns are on different cooldown timers.
  • Unholy Strength 5 points: Increases the DPS of ALL combos.
  • Drain Strength 0 points: I wanted to place one here, but since I hunt healers and caster strength it doesn’t make sense for them.
  • Ravenous Devourer 0 points: I didn’t have the preq for this.
  • Dread Shadow 1 point: This was the biggest disappointment. Yes the ability works, however the pet appears for a very short time of 5-10 seconds. This should have been a 3 point feat at 10 seconds per point. Only 1 point, but almost useless.

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