Replies: 23
There is many people that deserves a mention. First of all, I would like to thank @AbraXusExile and @Hexiss for the discipline and the tactics that they have taught me along with Exile Corp for giving me the chance to learn from and with them. Of course, @EgoRush and @RaHimself, the Templar gurus of The Elder Scrolls Online, who never fail to theorycraft in depth everything magiplar related. And last but not least, I would like to thank @Lardekbcn for all the testing and questioning the predominant builds until we found what worked for eachother, for endless nights of 2vX and all the advises, help and support that I have always recieved from him and all my shieldbrothers.
This build is centered on both Small Scale PvP and organized 12 and 24 people groups with some tweaks that I’ll mention in further lines. It finds a good balance between the three main pillars you can achieve in Player versus Player environment: sustain/durability, damage output and mobility; of course it has its own limitations but the whole idea is to compensate through good balance.
Sustain in terms of resources pool and regenerations is pretty good, the damage output is high and complete, in the sense that it includes stuns, self-heals and plenty of group utility; the downside is that it lacks certain degree of mobility since Magicka based builds can’t afford many roll-dodges and Templars –like Dragonknights- lack class mobility skills, so Vampire is certainly a good incorporation to this set-up although not a must – vampire advantages and skills alternatives will be addressed as well. I think that the balance overall among the damage you receive, the damage you provide and the group utility that as a magiplar in most scenarios make this build a fun and successful option for Alliance War.
This build works for me and can be used as a guideline but feel free to tweak it as much as you want until you find what works for you. Any change can be shared and will be taken into consideration as an addition. The value of theorycrafting is to keep investing in ourselves as players so we can keep the quality up, adapting to new challenges as they appear.
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.::RACE::.
Any race will do the job, but if you aim for the top performance, since is a Magicka based build you should aim for:
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A. Breton
10% Maximum Magicka
3% Reduced Spell Cost
Spell Resistance
B. High Elf
10% Maximum Magicka
9% Magicka Regeneration
4% Elemental Damage
C. Dark Elf
9% Maximum Magicka
6% Maximum Stamina
7% increased spell damage with fire effects
Fire Resistance
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I am a Breton on my main character but I would change to Altmer any day. The 9% Magicka Regeneration is insanely better than the 3% Spell Cost Reduction. I would prefer Dunmer to Breton too, honestly. Back in the day races didn’t matter that much, but now they are key in terms of min-max. Imperial is a good choice as well since it includes Health and Stamina bonuses that help you achieve better resource pools.
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.::STATS::.
.:Attributes:.
64 Magicka
With the Champion System everyone can reach a reasonable amount of Health without any attribute spent in Health and in terms of passives and sources of damage and defense, is better to invest our points in Magicka. The amount of Health that should be achieved is around 25k – in Cyrodiil – and the amount of Stamina that should be achieved is 16k; once achieved, all the rest goes to Magicka. Stamina can be achieved through gear enchants and jewelery traits.
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.:Mundus Stone:.
The Apprentice
This aims to boost our Spell Damage, which benefits both our damage and the quality of our heals. After months of testing, I prefer to be able to weave one Breath of Life and recover all my Health at once rather than having to spam it three times and waste Magicka.
The Attronach
This is my secondary choice. When in group raid I perform healing duty I prefer to have slightly less Spell Damage but be able to keep the heals up for a longer period – running out of magicka and being on potion cooldown could mean a wipe for your group.
The trade-off between the two depends on your Champion Points and gamestyle. The more sustain you drag out of your Champion System, the more you can invest in Damage. Also, it depends of your gamestyle –aggressive, defensive, frenetic- and how easily you burn your resources.
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.::BUFFS::.
VR15 Tri-stat food
As a Magicka user you will always have less Stamina than you should so tri stat food helps us to reach a more desirable amount of Magicka, Stamina and Health. Also our racial passives benefit better from raw resources rather than the regeneration itself, and same goes for damage and quality of the heals. Regeneration drinks work really good as well, but I just prefer food.
VR15 New Combinated Consumable
This option – although is expensive at this very moment – can be considered the best option once 501 Champion Points are achieved and the Magicka and Stamina pool reach 30k and 13k respectively. The boost to Health is a must, and the regenerations (497 e.o.) are really welcomed since it provides sustain enough to enchant your Jewelery with Spell Damage glyphs rather than combining them. Honestly. Not my main option, but a good option without any doubt.
.::GEAR::.
.:Configuration:.
5 Light | 1 Medium | 1 Heavy
The Undaunted Mettle gives us up to +2% bonus to stats per type of armour used and that should be taken into account (+6%).
5 Light | 2 Heavy
Since light armour makes you squeezy against Wrecking Blow spammers – Archers – Stamina users in general, I prefer having two heavy pieces and achieve certain degree of resistance rather than a +2% to my resources (700 Magicka, 520 Health and 316 Stamina are lost).
Either way, five pieces of light armour are a must for this build in terms of Magicka sustain, Spell Penetration and keeping a reasonable amount of Spell Critical.
.:Double Sword and Shield:.
S&S passives to block mitigation, mobility and the additional resistance are too good to give up. Plus one extra piece for resources.
.:Sword and Shield and Restoration Staff:.
For structured group based AvA I usually use – based on the situation – a Restoration Staff to slot Healing Springs and Combat Prayer. In certain situations there is need for Restoration Staff skills. On the Resto bar – Magnus – we lose one Spell Damage bonus – should be taken into consideration as well -.
.:Sets:.
A. Small Scale
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The Gift of Magnus (4)
II. Maximum Magicka
III. Magicka Recovery
IV. Spell Damage
The Eyes of Mara (4)
II. Magicka Recovery
III. Maximum Magicka
IV. Spell Damage
Molag Kena (1)
I. Spell Damage
Willpower (3)
II. Maximum Magicka
III. Spell Damage
Willpower jewelery, heavy Mara helm, heavy Magnus chest, light Molag Kena shoulder, light Mara gloves, light Mara waist, light Magnus breeches, light Mara boots, Magnus shields, Magnus swords and Magnus Restoration Staff.
B. Group
For healing duty in structured group based AvA I swap 4 Eyes of Mara and 1 Molag Kena for 5 Spell Power Cure. Is a set hard to farm and obtaining it with the right traits was a pain, so just have it into consideration.
Spell Power Cure (5)
II. Maximum Magicka
III. Magicka Recovery
IV. Spell Damage
V. When overhealing an ally boosting their Spell Damage and Weapon Damage by 258.
.:Specifics of the gear:.
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A. Traits
Big armour pieces should be infused. Small pieces should split between Impenetrable and Divines. Since we are Vampires (undead or daedra), crit Silver Shards, Camouflaged Hunter and Flawless Dawnbreaker can banish us from nirn, so Impenetrable helps preventing to be hit by those by absurd amounts. For the Swords I use Nirnhoned to boost the Spell penetration.
B. Enchants
Find your own balance based on your attributes. The ideal should be 35k 25k 17k. Of course the lower the CP Rank, the lower the resource pool. Don´t stress if you are nowhere close, over 28-30k, 23.5k and 15k should be sufficient. In my case I have a mixure of enchants. Prismatic enchants are highly recomendable (I don´t have them at this very moment but I plan to use them in all big pieces). For the weapons I use disease enchants although Light/Heavy attacks with S&S are not a smart option (unless aimed to activate Minor Heroism – Ultimate Gain). For the Restoration Staff Absorb Magicka enchant works as well.
.::SKILL BARS::.
.:Small Scale – S&B:.
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1. Puncturing Sweep (Aedric Spear, morph of Puncturing Strikes)
2. Toppling Charge (Aedric Spear, morph of Focused Charge)
3. Radiant Oppression (Dawn´s Wrath, morph of Radiant Destruction)
4. Blazing Spear (Aedric Spear, morph of Spear Shards)
5. Structured Entropy (Mages Guild, morph of Entropy)
U. Devouring Sworm (Vampire, morph of Bat Swarm)
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1. Channeled Focus (Restoring Light, morph of Rune Focus)
2. Proximity Detonation (Assault, morph of Magicka Detonation)
3. Repentance (Restoring Light, morph of Restoring Aura)
4. Breath of Life (Restoring Light, morph of Rushed Ceremony)
5. Purifying Ritual (Restoring Light, morph of Cleansing Ritual)
U. Shooting Star (Mages Guild, morph of Meteor)
(!) Certain skills I keep moving around based on the combat situation and the people I am with. Channeled Focus I tend to change for Elusive Mist for smaller scenarios and movement fights. Purifying Ritual for Efficient Purge if constant siege situations (tower defense and that sort of scenarios). Often I move around skills to include Defensive Stance if I am getting meteored often and include Solar Barrage if many AoE scenarios.
.:Group Scenario – S&B and Restoration Staff:.
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1. Purifying Ritual (Restoring Light, morph of Cleansing Ritual) or Channeled Focus (Restoring Light, morph of Rune Focus)
2. Proximity Detonation (Assault, morph of Magicka Detonation)
3. Blazing Spear (Aedric Spear, morph of Spear Shards)
4. Breath of Life (Restoring Light, morph of Rushed Ceremony)
5. Defensive Stance (Sword and Shield, morph of Defensive Posture)
U. Remembrance (Restoring Light, morph of Rite of Passage)
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1. Healing Springs (Restoration Staff, morph of Grand Healing)
2. Combat Prayer (Restoration Staff, morph of Blessing of Protection)
3. Repentance (Restoring Light, morph of Restoring Aura)
4. Breath of Life (Restoring Light, morph of Rushed Ceremony)
5. Efficient Purge (Support, morph of Purge)
U. Replenishing Barrier (Support, morph of Purge)
(!) Certain skills I keep moving around based on the type of group and the needs of it. If there is no need for massive AoE heals, I swap Restoration Staff for S&B in the second bar and heal with a combination of BoL and Ritual of Rebirth – tricky skill, use it carefully -. If I am not in purging duties I often use Purifying Ritual instead – to boost heals and HoT – or Defensive Stance to boost the block mitigation. If there is high level movement I normaly move Proximity Detonation to my main healing bar so I don´t waste time with barswaps – since lag is the main enemy in Cyrodiil – and same with Barrier – when is your barrier turn in the rotation and you delay 2 or 3 seconds the shield, it can represent the death of the group -.
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.::GAMEPLAY::.
.:Small Scale:.
Notice that there is an offensive bar and a defensive and support bar. Load proximity detonation, throw a blazing spear on the target, toppling charge, drop focused channel, pucturing sweep until the enemy is ~40% and then radiant oppression. Adapt this movements to your gamestyle, the group and the enemy. If you are with a group that counts with sufficient damage, keep pressure through Blazing Spear, drop Purifying Ritual and provide support. As an ultimate it depends on the situation. Facing big groups of enemies: load proxy and batsworm and spam AoE on the enemy lines. When there is ~2 seconds left of BS roll out and back to a safe position. As a Templar you need to learn when to retreat from the combat and step back a bit to be on control of your teammates.
Small Scale requires massive knowledge of your group, enemy identification and analysis and really good resource management, so it depends mostly on the gamestyle rather than a rotation that may or may not work for you. Find your balance and the skills that serve you best.
.:Group Play:.
On group-play is where Templars really shine. As a healer/support user your duty is to keep HP high, buffs up and provide shields, so the group can synergize and maximize the performance. As a healer you will always be the main target of experienced groups you may face so you need to know how to move in battle not to be f*cked and survive through the combat. There are certain advises that are useful not to be identified as the healer – although if you run with a known group and you play mostly in one campaign, experienced enemy groups will already know you are one of the healer of that group -.
There are two different scenarios when in groups. When you are a mobile and fast group that needs fast heals and constant purges and when the purging duty is asumed by another magicka user and you can concentrate in keeping the heals and buffs up. The ideal scenario is you being able to focus on heals. My preference is to run with the Sword and Shield bar and mainly healing with Breath of Life until there is a long encounter concentrated in one point and then I swap to Restoration Staff and heal through Healing Springs, Combat prayer and Repentance. Repentance is a tricky skill, and should be used properly. Is a major must on raids since not only heals a lot at 0 cost but also restores Stamina – much needed for disengage and blocking on movement -, so it should be used constantly to have your group benefit from the essence of bodies – and not the enemy group since bodies can be used only once -. What I do with Repentance is to use it everytime I see AP gains so that way I ensure I get as many bodies as I can. For Healing Springs is necessary to block-cast it and use it in stack or slow movement scenarios, since in fast movement raids it slows you down and leaves you on the backline – =easy target -. Keep in mind that Healing Springs will make it clear that you are the healer and therefore will be targeted. To use Healing Springs you don´t need to be in the middle of the field, you can back up a bit. Combat Prayer is really useful as well, specially before a big nuke – ultimate usage and proximity detonation bomb -. Pay attention to the fact that the more your group kills, the most we have from Repentance and therefore the better you can manage your resources.
Barrier is another key element in group scenarios, since is the main protection against big groups and it should be coordinated with other healers. Having barrier in the main bar (or even in both bars) also boosts your Magicka Regen through the passive Magicka Aid by 10% which is crucial. Sometimes even if I am not in purging duty I slot Efficient Purge as well so I benefit from the regeneration boost and emergency purge if there are combat casualities – I keep swapping it for Defensive Stance to reflect meteors and keep the blocking mitigation low.
Another key skill is Blazing Spear. On a disengage situation you can throw it on the group to help the Rapid users keep their stamina up and also works as ground slower for the frontline of chasers, although is tricky to aim when disengaging and risks the loss of Rapid.
Even as a healer, Proximity Detonation should be constantly refreshed to trick the enemy, create a moving thread situation and provide massive damage since our Magicka and Spell Damage values are really high.
Other useful skills are Channeled Focus, for resistance and magicka boost at almost no cost; Shuffle to prevent certain hits; Purifying Ritual to boost your healing; Remembrance to press the: “oh shit” healing button, although the movement restriction is really risky and it requires you to not be on Barrier duty; Nova as a massive damage and stun (specially with synergy) as well as damage reduction skill, although it requires you to be out of Barrier duty as well and Ritual of Rebirth, which allows you to have an insane healing AoE using Sword and Shield (so not losing blocking benefits and movement) but the slowmotion of this skill make it awful to use if not wearing 5 pieces of Cyrodiil´s Light (reduced damage while channeling a skill) and it will make you go directly to backline, so only use when the combat is 100% fix on the ground.
.::CHAMPION SYSTEM::.
.:Champion Rank 501:.
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The Tower. 80 Magician
The Lover. 44 Arcanist
The Shadow. 43 Tumbling
The Apprentice. 1 Spell Erosion | 19 Elfborn | 60 Blessed
The Ritual. 87 Thaumaturge
The Steed. 37 Block Expertise | 40 Resiliant
The Lady. 30 Hardy | 30 Elemental Defender
The Lord. 30 Quick Recovery
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This topic was modified 1 day, 3 hours ago by
xavierlluis.