![]() Has a 10% chance of Disorienting the target.Īn odd mechanics point: Disorientation will deny your Templar Rend access, but being set on fire will not, unlike Rangers who lose access to Slash in both cases.Īnyway, Rend is the Templar's bread-and-butter. Has a 5% chance to knock the target back one tile. Killing an enemy with Rend grants 1 Focus. Additionally, performing Rend immediately grants the Templar a bonus action point that by default can only be spent on movement. The Templar has very little use for the Aim stat, so it's a bit surprising how generous their Aim progression is.Ī move-and-melee attack that cannot miss. And I'm not talking melee abilities, here.Īnd of course the whole Focus mechanic is unique to them. These ergonomics could've been thought out better.Īlso weird and not easily intuited from the game's own descriptions is that the Gauntlets -their melee weapon- effectively function as their Psi Amp, in that a few of their abilities tier their effects based on Gauntlet tier. Contributing to the confusion is that if a given target is out of melee range, the game will automatically switch over to such a click prepping an Autopistol shot. Similarly, they're the only class where clicking an alien head icon will result in attempting to target that enemy with a melee attack, which can lead to errors if you're intuitively expecting it to target the enemy with their Autopistol. Their primary weapon is their melee weapon, with one consequence of this being that they are the only class in War of the Chosen that's completely incapable of using Weapon Attachments like Stocks or Scopes. This is one of the bits of War of the Chosen's design that makes me suspect that XCOM 3 is liable to be oriented toward individual missions being a bit lengthier and more enemy-dense, as the Templar's overall design ends up a bit wonky in actual War of the Chosen but would've been decent enough if these kinds of lengthy missions were much more the default -and War of the Chosen's new mission types are biased toward increased length and greater enemy density (Most extremely with Lost-involving missions), it's just they tend to be drowned out by the much wider variety of base-game mission types.Īnyway, the Templar are pretty weird of a class. ![]() In those cases it becomes actually plausible to build up to max Focus, then alternate spending some of it with Rending targets to regain Focus. The Templar's psi wizard abilities tend to perform much better on longer, more enemy-dense mission types, such as Chosen Stronghold assaults, Avenger Defense missions (Whether the original UFO interception version or the new version based on Chosen ambushing the Avenger), or the final mission. This is important because using a Focus-spending skill that also ends the turn means not only does the Templar spend Focus, they also don't gain Focus for abilities like Volt that spend 1 Focus, that effectively doubles the cost unless you happen to be at max Focus anyway. (Said goal being more realistic than you might expect) This means that if the Templar isn't granted an additional turn by Teamwork, Combat Presence, or Inspiration, the Templar expects to only generate 1 Focus per pod, and so expects to only fight 1-2 pods at max Focus. Part of the problem is how the numbers are tuned: a typical XCOM 2 mission has 3-4 enemy pods, and the ideal goal of a player is to activate each pod separately from the rest and kill each pod before any members get a chance to do anything. In practice, the Templar ends up with an incredibly strong melee game, potentially a decent Autopistol game, while their psi wizard abilities tend to end up situational and rarely-used, in no small part because they consistently cost Focus and are rarely tuned to be worth sacrificing that and giving up the benefits of just Rending things. The Templar is probably the bluntest example of class hybridization, being a melee Ranger hybridized with a Psi Operative and given some Sharpshooter Pistol-slinging on the side.
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