Ok… so this took a lot longer than I thought since I had to go back a bunch to make sure all the random extra move properties were done correctly instead of just saying AFK until Destroyer every paragraph. So here it is. The Dark Templar skill overview. The same assumptions apply for the Vagabond one. This is a primarily a "what this skill do" guide with some of my own notes added in, so only the non-obvious parts of the skills are mentioned (use skill planners to find percent/fixed values). Most of these are suggestions with an endgame mindset, so I'm not going to comment much on the leveling experience (hopefully you have ways to easily reset skills and try every move). Also, I will be including TP/EX skill information since these are usually released not too far after class release. Don't be too confused if you see a skill that looks like it doesn't exist. Cooldown stats are based off using Short Sword. The Dark Templar Pitch 1st Awakening Name: Dark Empress Armor Mastery: Plate Armor Suggested Weapon: Short Sword (can still use other Slayer weapon types except Light Saber) The Dark Templar is a magic percent hold/burst damage class. They operate at a good mix of ranges with huge AoE skills just like every other FSlayer subclass but has a bit more ability to play pretty safely at range with some good Y-Axis attacks and Super Hold combo starters. All of their subclass skills are Dark Element and benefit from the appropriate elemental damage increase stat, but have the annoying property of not being able to accept multiple elements from things like weapon element enchants, cube contracts, and elemental flasks (RIP Tower of Despair Exaggerated Shadow Resist). In terms of the role they play, Dark Templars are better described as a one trick pony burst class (Destroyer) that is otherwise a very strong hold slave class with a lot of good solo mobbing skills. "One trick pony" does not do Destroyer justice, however, as the skill itself does way more than enough damage to make up for the other skills and has certain situations where it is game breaking. As for its role as a hold class, Dark Templars have many low CD Super Hold skills that can be done one right after the other for a very long hold period, especially in combination with some assists like Junk Spin, Florae Collider, Bloody Twister, etc. Some chronicle sets might even make this an easy solo Super Hold infinite against most mobs... if you feel like doing no damage at all. What's a DFCentral? Well I pretty much just ripped the skill descriptions from there for you guys. Please everyone make use of Bellatrix/Crow and friends’ hard work: Dark Templar Info - http://dfcentral.com/2013/08/10/dnf-season-4/7/ Dark Templar Awakening Info - http://dfcentral.com/2013/08/10/dnf-season-4/8/ Dark Templar EX Skills + TP Passives Info - http://dfcentral.com/2013/09/30/dnf-game-update-101/ Glossary for the Not So Obvious Terms Spoiler X-Cancel: You can cancel into this move out of an X Attack. OTG: On/Off The Ground. This move has a hitbox that can hit grounded enemies. Knockdown: Ends with the enemy on the ground. Important to know with OTGs and boss patterns. Groundbounce: This move bounces the monster on the ground at varying heights based on monster weight and PVE gravity damage scaling. Good for juggles. Super Armor: This move has super armor on startup (before the move is active and/or doing damage), active (the main part of the skill), and/or recovery (after the active duration). Super Hold: This move can hold monsters that aren't normally "grabbable". Super Armor Hold: Used for the hold/throw moves. Usually most would think of hold moves having invincibility for the player during the hold duration. Anything with this tag only has Super Armor during the active duration where you can be affected by Super Holds or just plain killed. Autoaim: The game decides what gets hit by this skill. You have very limited influence in this decision besides probably initial positioning. Air OK: This move can be used in the air from a jump or a move that puts you in the air like Destroyer or Shadow Lancer. May Balance: The first character balance that included Vagabond and Dark Templar changes in KDnF on 5/22/2014. I mention this a lot, since China's Season 4 "Cataclysm/Metastatis" Update had some random KDnF May Balance inclusions like the new FSlayer base skills. Unique experience? (http://dfcentral.com/2014/05/21/dnf-season-4-act-4-part-2/5/) Destroyer? Destroyer! I'm not joking when I mention the 45 Cube Skill Destroyer is the only skill for damage on Dark Templar. Missing this skill is like losing almost all of your potential damage at that moment. However, as much as possible for this overview, I am going to avoid saying every Dark Templar skill sucks for damage compared to the rest of the cast's fundamental skills. Instead there will be more of a focus on the non damage properties of all the DT skills for those wishing to main the class at endgame. For the leveling phase, though, none of this is a problem at all. Ultimate solo leveling should be easy on this character. Avatar Options Hat/Hair: INT Face/Torso: ASpd/StatusResist Top: Destroyer/Evolve Bottom: HP Waist: Evasion Shoes: MSpd The Subclass Skills Level 15 ---------- Shadow Lancer (1/dump/M) X-Cancel, All Hits OTG, Last Hit Knockdown, Can Cancel Into Air OK Skills 5.3s CD "Captures the strength of Usir’s sword for a powerful magic sword to attack enemies." [Hold Direction Away] Uses the move in place, but still retains the backward movement at the end [Skill Cancel] Can use (Air) Shadow Harvest or (Air) Mountain Crash at any point during the active part of the skill Shadow Lancer is an important move for mob repositioning. Note, though, that monsters need to be standing and not in Super Armor to get the pushback benefit of this move. Most would probably find the fact that you get pushed back by the end of the skill awkward, but something that is really easy to miss is the fact you can use certain Air usable skills during this move to have more control over this. Common usage of Shadow Lancer for Dark Templars is pushing monsters closer together with Shadow Lancer and then skill cancelling into (Air) Shadow Harvest. In terms of leveling this for damage, you need all the help you can get for DT sustain DPS. However, Shadow Lancer is still not a must max for this purpose. This is one of the skills you look to first to take SP out of for more important skills. TP: Attack Power increased by 18% per TP Level, Knock Back Distance reduced 4 TP per Level, Max Level 1 Not a good use of TP at all. The reduced Knockback distance also seems like a step down to me. The primary usage of this skill is for the mob repositioning and reducing that pushback doesn't help at all for that. ---------- Hidden Blade (1-given/dump/M) Changes X Attack, All Hits OTG, Last Hit Knockdown, Last Hit Slight Groundbounce [Air X Attack] Launches, All Hits OTG, Cannot Cancel Into Skills [Dash Attack] Knockdown, Last Hit Slight Groundbounce, All Hits OTG, Cannot Cancel Into Skills "A tentacle emerges to attack the enemy during the jump attack, dash attack final strike, and basic attack strikes." Changes your X Attack to also include longer range tentacles that also deal damage. Move properties wise, this is a pretty good X Attack. All of the hits being OTG and the Last Hit Groundbouncing means that against a lot of monsters you can almost infinitely juggle solely from this passive. But it always has to come back to that damage. Like Shadow Lancer, maxing this doesn't really help that much for sustain DPS. Further, Dark Templar does not run into big downtime problems like some classes that would make them want to use X-Attack more. After May Balance, though, this skill gets buffed more than Shadow Lancer, making the decision a little harder. Basic Attack Training TP does not work on this passive. TP: Attack power increased by 10% per level 2 TP per Level, Max Level 5 I wouldn't waste TP on this. Maybe as a TP dump post-May Balance... ---------- Curse of Usir (M-given) Passive Buff "Upon entering some grades of dungeon monsters suffer from the Curse of Usir." This one is actually a tough one to figure out what the hell it does, and there may have been a patch point where it was completely changed (I think the old test version was random chance for random Status Effect debuffs on all monsters). Anyway, the current version reads that there is a chance when entering a room that monsters will be cursed by Usir (chance is based on monster rank like normal/named/boss). Monsters that are cursed receive additional damage (Elenore effect) from all damage sources (this additional damage is different based on monster rank, too). Multiple Dark Templars in the party will not let you apply multiple Curse of Usir debuffs on monsters. There is no visual cue for whether the debuff is on a monster or not, and the inconsistency of the debuff makes this passive not that noticeable despite the values looking pretty good for basically free additional damage. It's still free, though. ---------- Level 20 ---------- Shadow Binding (10-for TP pre-requirement/dump/M) X-Cancel, OTG, Super Hold, Finisher Knockdown 7.3s CD (Cooldown starts AFTER drill finisher) Up to 5s Hold Duration "Shoots shadows containing evil spirits at the enemy." A really strong, low CD Super Hold skill. The first part puts down the shadow "line" really fast and puts monsters touching the line in a Super Hold almost immediately. Multihit damage is slowly dealt during this hold duration. Running the full skill duration or using the skill hotkey again releases a bunch of shadow drills that deal damage. Movement during this skill affects the length of the shadow line and the resulting amount of shadow drills that come up for the second part. Without at least 1 TP level for this skill, moving away from the shadow line also releases the drills automatically. Note: this skill only holds monsters with hitboxes that touch the ground. Using this for damage is kind of tricky, though. The drill finisher is where most of the skill's damage is at, but getting multiple drills to hit a monster can be hard. Dark Templar doesn't really have SP problems, though, so you end up putting this at pretty high levels anyway. Not a bad idea for how much you use it anyway. TP: Attack power increased by 8% per level, movement possible after cast 2 TP per Level, Max Level 5 There are better choices for damage, but level 1 TP is mandatory to be able to move around after casting this skill without it releasing immediately. It lets you reposition after catching a mob in the Super Hold shadow to do a lot of other things like using the first awakening Doomsday. It also makes the distance of the shadow line a fixed length, making it always fire the maximum amount of drills for the finisher. ---------- Shadow Harvest (M) X-Cancel, All Hits OTG, High Stun Rate, Defense Lowering Debuff, Air OK 7s CD 3s Glyph Retention Duration "Captures the strength of Usir’s sword throwing it at the enemy from the air plunging it into the ground. Can be used from the group or from a jump in the air." A fundamental skill you use a lot. It deals pretty mediocre damage over a long time period, but has decent debuffs added on that are pretty good. Monsters suffering the multihit portion of the move have a chance to be stunned for 2s at all levels. Further, their PDef and MDef are lowered by a flat amount (not that amazing but it is significant) which is retained for the listed time period if the monsters are moved out of the glyph range or the skill duration ends. And no... DT is not a Female SB because of this skill. lolcircles. TP: Soul Drain attack power increased by 10% per level, Glyph Retention Duration increased by 0.5 seconds per level, Stun Level increased by 2 levels per level, Physical/Magical Defense Reduction Duration increased by 0.3 seconds per level 2 TP per Level, Max Level 5 Kind of really bad for damage. An OK TP passive for the non damage stuff, tough. The most important stat here is actually the Glyph Duration increase for its synergy with other skills like Congest. ---------- Shadow Hiding (M) X-Cancel, Full Invincibility 5.3s CD 1.5s Duration 600px Max Movement Range "Avoids enemy attacks by hiding in the shadows while being able to move concealed." Tapping the skill key or manual input ender again will pop you back out before the end of the skill's duration. A very strong defensive option. It's even good enough to entirely replace Guard for the defensive utility of dealing with things like boss dragon roar shockwaves. It could be argued, though, that since Guard basically has "infinite" duration, you can still get that too to deal with some really specific boss mechanics better. TP: Attack power increased by 5% per level for a certain period of time when emerging from the shadows, attack power increase retention duration is 2 seconds per level. 4 TP per Level, Max Level 1 Kinda weak, actually, since the buff duration is so short, but might be usable for max burst setups. Pretty much gives an offensive purpose to Shadow Hiding in combination with quickly double tapping the skill input. ---------- Level 25 ---------- Evolve (M) Passive Buff Level 20 Stats (Max) Soul Retention Duration 30s Max Souls 30 Skill Damage Increase per Soul +0.5% Soul Generation on Skill Hit Chance 70% Soul Generation CD 0.5s "Absorbs the enemy’s spirit and its spirit strength to increase attack power depending on the number of spirits absorbed." The official skill description for this was actually incorrect for the longest time. It's supposed to be an increase in Skill Damage for each held soul and not MAtk. This is one of the main self buff skills Dark Templar has and it's basically a resource management gimmick. You have a chance while hitting with skills to build up soul stacks that increase your overall Skill Damage (this is tracked on the lower left part of the hud). Getting to max stacks can be a bit annoying, but not entirely difficult depending on the dungeon. The real challenge is managing to keep relatively high stacks at relevant periods versus sneaking more damage in by using Liberate - Buck Shot. It's not as easy or straight forward a buff as Vagabond or Kaiser, but it's not too hard to figure out at all. TP: Max amount of souls absorbed increased by 2 per level 2 TP per Level, Max Level 5 A bigger soul cap means you can possibly get more bonus Skill Damage. Even though it might seem to be a no-brainer to max something that basically buffs all DT skills, your playstyle will affect how much you should care about this TP. If you use Liberate - Buck Shot a lot, this TP is even less valued since you do not reach soul cap as often. Remember, this is only a bigger max limit, meaning you have to actually build up to the new soul cap to make this TP worth it. You will also have to hold on to souls for a longer period to make use of this bonus. ---------- Scaffold (M) X-Cancel, Y Axis Tracking, OTG, Super Armor Startup, Super Hold 12.6s CD ~3s Hold Duration at Max (duration scales with Skill Levels) "Captures the aura of Usir in your hand in the form of a sphere throwing it in front trapping enemies." Probably the most important Super Hold skill DT has. It's a Super Hold and Grouping skill with a pretty decent hitbox and pretty ridiculous Y-Axis tracking as shown in the above video. Caught monsters being grouped together into one point is especially perfect for using in combination with Destroyer or Starfall. You need to Max this skill since the hold duration is not fixed at all levels. TP: Adds a feature to give multi-stage hit damage to grabbed enemies 4 TP per Level, Max Level 1 The damage this adds is not listed on the TP, but is properly shown on the tooltip after acquiring. It adds about +17% damage to the skill overall. The multihit portion also helps with building Evolve stacks. Still an often overlooked TP passive. Note: some monsters do not get hit by this added multihit for some reason (for example Bakal). ---------- Level 30 ---------- Liberate - Buck Shot (M) Autoaim, Can Be Used During Other Actions 5.3s CD Range: 500px Number of Soul Evolve Stacks Used Per Bullet: 2 Minimum Bullet Amount: 1 Maximum Bullet Amount: 15 (Scales with level. Based on Skill Lv 19) Maximum Number of Bullets Per Enemy: 4 "The souls absorbed through Evolve take the form of bullets to shoot enemies in front." A pretty good fundamental skill. Think of this skill like a Chaser Launch you can use anytime. The tricky part about this is it uses souls you gather from Evolve, thus, lowering your Skill Damage increase buff. Honestly, Evolve souls management isn't that hard and this is the only skill that uses souls. Getting Liberate - Buck Shot + the TP and letting souls collect for the first 1 or 2 rooms of a dungeon is usually enough for you to mash this skill on cooldown when you need the added damage. If you don't have enough souls to hit every target in range, it just uses the rest of your souls anyway. Basically you only need enough souls to launch at least one bullet to use this skill. Random Patch Trivia: This skill used to do way higher damage than intended for a pretty long period. Some DTs even went the C2 Set that buffs this skill and Evolve, instead of getting Destroyer stuff. TP: Reduces the number of consumed souls for launching energy by 1 per level 4 TP per Level, Max Level 1 Basically makes each "bullet" consume 1 soul instead of 2 souls. I would just get this TP no matter what your playstyle will be. Evolve management is way easier with this TP. ---------- Shadow Puppet (M) X-Cancel, Full Super Armor, OTG 10.4s CD "An illusion in front comes back sucking enemies back with it followed by a powerful sword wave scattering and damaging enemies." A very good skill for mob repositioning and the damage is decent. Does more damage if you can get monsters to be juggled on top of the moving wave all throughout its range. Note, again, a skill like this requires that you can even move the monster in the first place (no Super Armor and not OTG state). Although, I will say it's not that punishing at all to use Shadow Puppet on monsters that can't move which is a situation that happens a lot since Super Holds are a big part of playing Dark Templar. TP: Attack power increased by 10% per level 2 TP per Level, Max Level 5 Not a bad choice for damage. Compared to some of the other skills, though, this one has the above mentioned juggle state requirement to get the most damage out of it. ---------- Level 35 ---------- Black Mirror (M) X-Cancel, Y-Axis Aiming 15.7s CD Consumes 1 Clear Cube Fragment "Generates illusionary mirrors triggered by a glyph in front to trap or damage enemies. Allies entering the illusionary mirrors get a damage reducing buff." This is a nice and safe move to use since you get to aim it at specific parts of the room similar to moves like the Launcher's nuke skill. The damage is pretty good and gets even better post May buff, too. What's more interesting about this skill, however, is the added support function of putting a shield on party members that run into the skill. The shield absorbs a certain amount of hits with damage reduced by a 50% at all levels. Shielded party members also are not affected by hitstun, but don't forget about the max hits the shield can take. The shield persists through room changes, too, so you can use it on the whole party before the door if you feel the need to. Not exactly game changing, but still useful to have. TP: Attack power increased by 10% per level 2 TP per Level, Max Level 5 A good choice for damage, but, considering the higher CD on this skill compared to that of other similar skills, is often overlooked. ---------- Congest (M) Passive "Retaining type skills stack increasing attack power for the next skill when stacked. While the skill is retained the next skill used has a bonus attack power increase. Retaining type skills used a next skill continually stack gradually increasing the next skill’s attack power. There is a maximum stack limit." Skills that increase Congest Stacks: Shadow Binding, Shadow Harvest, Scaffold, Black Mirror, Destroyer. Skills that benefit from Congest Stacking Attack Power Increase: Shadow Binding, Shadow Harvest, Shadow Lancer, Liberate - Buck Shot, Scaffold, Shadow Puppet, Deadly Cape, Black Mirror, Destroyer. Up to 5 Stacks Each Congest stack increasing skill gives +3% more Skill Damage to eligible moves A good passive that you need to keep in mind for burst. Notice how all the listed DT skills have decently long retention periods. This buff is not a fixed duration one like, for example, Launcher's Heavy Weapons Mastery. It is based on the literal real time amount of Congest stacking skills out at the given moment. So going for a max Congest combo for burst takes a specific setup like the example in the video above. Pretty interesting how this passive lets you choose between going for maximum damage on Destroyer versus letting skills run their Super Hold duration. You won't always get an optimal Congest setup, but this is something you need to keep in mind for burst. For normal play, however, it's perfectly fine to just not pay attention to Congest at all and just benefit from the circumstantial stacking you get. ---------- Level 40 ---------- Deadly Cape (M) X-Cancel, OTG, Full Super Armor, Super Hold, Super Armor Hold, Slight Launch After Finisher 21s CD Consumes 1 Clear Cube Fragment "Envelopes enemies in a cloak of darkness with no escape inside an empty sphere attacking those confined." An awesome Hold Skill with a nice Y-Axis hitbox and the great mobbing property of herding monsters to one point. The finisher gives enough launch time that you can easily follow up with at least a Shadow Binding hold afterwards against most monsters. Even easier, though, is you can just hitconfirm straight to your Assist character, like Junk Spin Assist. For damage purposes, it's not terrible. But... considering the long duration that the damage is dealt in (like a lot of the other DT skills) is not necessarily great either. TP: Multi-stage hit amount reduced by 2 per level, finisher attack power increased by 10% per level 2 TP per Level, Max Level 5 At max, this actually results in almost a 30% damage REDUCTION to the overall damage of the skill. There's no unlisted damage increase from the lost multihits like most of the Vagabond's TP shenanigans. The main draw of this TP is probably the significantly lowered duration that the damage is dealt in, which increases the DPS of the skill (remember that DPS is different from overall Skill Damage). But the other side of the coin, of course, is that you lose a lot of Super Hold duration. Sounds terrible to me. ---------- Level 45 ---------- Destroyer (M) X-Cancel, Full Super Armor, Can Only Use on Ground, Airborne for Active Duration, Can Use Air Actions After, Knockdown 42s CD Consumes 2 Clear Cube Fragments "Jump into the air raining down sword waves. Sword waves immediately damage enemy stacking a count eventually triggering Usir’s seal with an attack based on the count." The Dark Templar jumps up in Full Super Armor throwing exploding Sword Waves in a wide range of possible areas. The exploding swords have a big enough AoE that most of the random hits can explode close enough to one target (bigger bosses obviously best). Targets hit by a certain amount of these explosions are marked by Usir's "seal" which explodes after a certain period (explosion timing can be modified by TP passive or 9 C3 Set Light Naught. Video example is with TP and then without TP). This has been mentioned so many times already, but we got this far without saying AFK until Destroyer all the time right? Now it's time to show why this is not a joke. Here's a Pre-May Destroyer nerf pic of a Junk Spin Assist hold combo on 89% defense Goblin King Golgo to show the huge difference in damage: Ignore the strange skill usage numbers. Every skill was used only once except Liberate - Buck Shot. Gear is +10 75 Boss Pink and moderate Destroyer chronicle item stacking. A pretty shocking difference compared to the rest of the cast. The easiest setup for Destroyer is basically anything ending in Scaffold. Scaffold is a great leading skill to Destroyer for its mobbing properties and slight Z-Axis hold height (is good for the way the Dark Templar shoots down swords in a cone shape). Just get a feel for Congest and mob repositioning and that's all you need to maximize this skill. Also, I mentioned situations where this skill is game breaking. The above video has a good example of how ridiculous it can get (damage values are filtered to only show total damage to Golgo). Every additional monster you can stick to your main target with something like Scaffold pretty much adds a whole new set of seals to explode on everything inside it. So boss fights with a lot of trash mobs are ideal like, for example, Rangelus and Petrilisk. TP: Changes to inflict built up damage immediately on last attack, attack power increases by 16% per level 4 TP per Level, Max Level 1 Kind of confusing. What it does is make the added seals from hits explode immediately after they get applied from reaching the appropriate amount of hits. This might have strange interactions with the post chronicle rework 9 Set C3 Light Naught ("The Absence of Light") Set (Destroyer/Shadow Puppet/Deadly Cape set) that has a similar type of change to Destroyer as one of its options. ---------- Level 50 - 1st Awakening Skills ---------- Faithful Servant (1-given) Awakening Passive "Attacks have a chance to catch the enemy’s spirit and make it an ally." Pretty useless most of the time. Even if it does work, the monsters walk around randomly which makes it harder for grouping them together with your other skills. Maybe works on Swaycle in Void Rift? ---------- Doomsday (Hope You Have Free 1st Awakenings) X-Cancel, Full Invincibility, Vacuum Skill, Finisher Knockdown, Finisher Launches, Can Choose Direction 140s Consumes 5 Clear Cube Fragments "Creates a magic sword with the authority of Usir to attack enemies." 1st Awakening Skill Level Bonuses: 3: Magic Critical Hit Rate increased by +15% 6: INT increased by 170 9: Liberate - Buck Shot does not consume souls for a duration The buff duration is not listed, but these bonuses apply for a decent period after the skill ends. Probably around 10s from skill start? Using the directional keys during the slash portion of the awakening directs where you continue the attack. You are forced into this full animation. Pretty underwhelming for damage, but the initial vacuum is very helpful for mob repositioning. Something really strong you can do is put down a Shadow Binding and vacuum half of the room into the Super Hold shadow line. Even the juggle at the end of the skill gives you enough time to use an assist like Junk Spin or Florae Collider. Pretty strong synergy with your other skills. ---------- Level 60/70 EX Skills ---------- Starfall (M) X-Cancel, Full Super Armor, Autoaim, Knockdown 42s CD Consumes 1 Clear Cube Fragment "Plunges the sword into the ground and attacks the enemy with the energy of Usir." This is a good skill for damage and is pretty easy to get all the eruptions to hit something, unless you use it at extreme range and/or Y-Axis disjoint. It is an autoaim skill, though, so it won’t always track exactly to the monster you want. ---------- Immolation (dump/M) X-Cancel, Full Super Armor, Charge Variation, Finisher Knockdown, Slow Status Effect 50s Consumes 2 Clear Cube Fragments "Generates a glyph around the character reducing enemy attack/movement speed, attacking the enemy with multi-stage hit damage over a certain duration." Not a terrible skill for damage, but it is not a set and forget type of skill like a lot of the Dark Templar skills. You have to stand there with your hands up for the full duration, but the large range is pretty worth it. Holding the skill key down (or the manual input key) makes the skill last longer for more overall damage and a stronger finisher. Not a bad max, but only dumping extra SP in this is a possible build choice, too. ---------- Questions I Know People Will Ask: Q: Is Dark Templar basically a Female Soul Bender? A: Is an Elemental Master basically a better Soul Bender? The answer to that is Yes (not a troll answer). The answer to is DT = Female SB? No. Think for a bit how this is possible. Q: Is Dark Templar overpowered? A: Destroyer is OP, but the Dark Templar does do some OP looking things outside of that, too. The thing is... Dark Templar suffers from the same problem that Great Sword Sword Master has to deal with: one skill doing way too much of their overall damage contribution (SM = Wicked Cutter). The only difference is that DT is actually a really strong hold class outside of that one skill versus GS SM just becoming useless. Overall opinion of DT, though, is pretty high... but as more solid overall classes get buffed, this class looks less and less strong compared to the whole cast. Also, RIP Destroyer after May Balance. Q: What do you even do without Destroyer up? A: If Destroyer is on cooldown or there isn't a good situation to use it, I like to say that Dark Templar devolves into a great hold slave class, even enough to threaten the "obvious" classes for this role like FGrappler (pre-2nd Awakening). Here's an example of using all the DT skills for their hold duration over trying to maximize DPS by mashing them all out: Obviously, this has strong uses in parties, but (burst) damage is meta for the current content (pre Anton Raid). You deal significantly less damage doing this, but it is still something you should do often as Dark Templar. Q: Is Dark Templar an easy to play class? A: I would say Dark Templar's playstyle is not for everyone, but the skill needed to do well is not that high. A lot of the skills have some secondary uses and the max damage Destroyer setup takes a moderate amount of thought and risk taking, but DT is still an FSlayer. Their skills have huge AoE range and are not that punishing at all to have suboptimal positioning for skills. In terms of trying to improve your DT play through "skill", though, there is a decent amount of min/maxing and decision making that you can use to separate yourself from the average DT, even if you can't easily visually tell the difference. The Congest setups, Evolve + Liberate - Buck Shot management, Destroyer mobbing setups, and Super Hold combo loops previously mentioned are good places to start for this. That's it. I'm not actually done, though. I'll eventually update the Vagabond guide with the improvements I made while writing this one. Also, I know the presentation looks a bit weird right now. Getting the YouTube embeds to look a certain way was too annoying. I'm probably going to do the whole Google Sites thing to have more control over how everything looks for other stuff in the future.