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Nifty's Guild to Magicka Templar DPS – Orsinium Updated

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Hey guys, a quick introduction I have been playing a Templar for quite some time I’m a huge theorycrafter and I love trying to put out the most damage I possibly can. I believe Templar has the possibility to be one of the strongest classes in Elder Scrolls Online when built correctly but requires an understanding on how to build the class compared to others; Templars are often perceived as avid healers and hasn’t gained a lot of interest from players in terms of a competitive damage class. So I’m going to help you guys out for those wanting to push high damage on a competitive level, either PvE or PvP Mainly PvE but the builds work well in PvP with optimizations, I personally don’t focus much on PvP anymore and haven’t had much of a chance to try anything for a few months

Disclaimer; this isn’t a guide for rotations and me telling you how to play, I’m simply going to help guide you in the right direction and the strengths of a magic Templar. Many thanks to @Asayre to helping me put a lot of this data together. I will also be keeping this thread updated with the newest major updates as they happen as I really enjoy theorycrafting and there isn’t much Templars out there giving this information out to the public

These are mostly max damage builds for Trials, Dungeons and Dragonstar Arena, I would recommend not using these inside Maelstrom they don’t really have much sustain to them and they are quite glass cannon builds, especially on a Templar you mainly eat most of the damage and you can’t survive through much with these. If you guys are looking for tips on Maelstrom just send me a message it’s really is based on your class how you build around it.

I. Race Discussion
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In terms of races on what is the best, there are 3 main choices for you to pick from; Altmer, Breton and Dunmer, each one of these races have their strengths:

Altmer: Altmer provides excellent Regeneration and also the Elemental Talent passive increasing Elemental Damage by 4%, this is my personal favorite race due to the Regeneration, seeing as cost reduction hits a Diminishing Return value around 300Champion Point mark you will see a better increase and gain in the long from an Altmer. We also get an increase to Elemental Damage which would make your Meteor’s hit 5% harder than they normally would.

Breton: Breton provides excellent cost reduction and great Magicka sustain, personally this would be my second choice the Spell Resistance is really nice when doing Maelstrom Arena or other solo content.

Dunmer: Dunmer would be my last choice out of the 3 because it offers no sustain like Breton and Altmers do, sustaining with Templars can be quite difficult at times especially in Trials, without the extra Regeneration or Cost Reduction it becomes difficult.
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II. Champion System
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For the 501 Cap the Champion System right now is very linear in what you should have your points in to for the The Mage and The Thief constellations, I will leave the Warrior constellation out of this as that is totally player preference and changes for a lot of content.

The Mage Constellation – 167 Champion Points
Thaumaturge: Seeing as the Templar tooltip is all Magic Damage you should put 100 points into this to increase your Magic Damage by 25%
Elfborn: Currently how Elfborn works the best split to be doing would be to put 66 points into this to get your highest increase.
Spell Erosion: Most of your Spell Penetration is coming from Light Armor and Dual Swords (Nirnhoned) so putting 1 point into this to increase it by 1% will give you more of an increase than putting 67 points into Elfborn.

The Thief Constellation – 167 Champion Points
Arcanist: There is currently no Diminishing Return value for Magicka Recovery, your best bet would be to max this out before maxing out your Reduced Spell Cost, so putting 100 points into this increasing recovery by 25% would be the best thing to.
Magician: Putting your remaining 67 Points in this would give you the most beneficial sustain for the current Champion Point Cap
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III. Mundus Stones and Trait Stones
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There are 5 Mundus Stones in which you should consider running, Apprentice, The Mage, The Shadow, The Thief and The Atronach the first 4 are your main Mundus Stones that will give you the biggest damage boost, you should use The Atronach when you are providing any healing for Dungeons or Trials. Out of the 4 main damaging Mundus Stones the strongest which will give you the biggest overall damage boost would be the Thief, however if you are deciding to use Twice Born Star you will need to use both The Thief and The Shadow.
In terms of what Trait you should be using on your gear, there are 2 choices to be doing the most damage; Divines and Infused, currently using 7 Divine Traits will give you the biggest damage boost when using The Thief or The Thief and Shadow. If you are using The Atronach I would suggest using 7 Infused as the extra Regeneration really isn’t worth it.

The Thief: Increases Critical Hit Chance by 11%, 16.775% with 7 Legendary Divine Traits.
The Mage: Increases Maximum Magicka by 1280, 1952 with 7 Legendary Divine Traits.
The Shadow: Increases your Critical Hit Damage by 12%, 18.3% with 7 Legendary Divine Traits.
The Apprentice: Increases Spell Damage by 166, 213 with 7 Legendary Divine Traits.
The Atronach: Increases Magicka Regeneration by 210, 320 with 7 Legendary Divine Traits.
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IV. Staff vs Greatsword vs Dual Swords and Weapon Traits
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In regards to what you should be using, right now the current best to run would be Dual Swords the damage increase is noticeable, light attack weaving with Puncturing Sweep will be your main focus along with Burning Light, you get the most out of doing this by using Swords you gain weaker light attack weave damage but gain a higher overall damage increase. The same goes with a Dark Flare rotation.
For Weapon Traits you want to go with Nirnhoned instead of Precise (the exact calculations and evaluations of mob resistance are provided in the build sheets)

Also, remember when using Dual Wield it is essential to have 2/2 Twin Blade and Blunt as this is the passive that provides extra damage.
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V. Gearing Up 

Here are most of the gear set ups that I have come up with or heard about over my time with this update and the previous update, it’s hard to pinpoint a strong build, however depending how you play I would suggest looking into Build 1, Build 2 and Aedric Warrior (Provided by @Egorush). These builds can be very expensive to buy so I asked @Asayre to write me up a template designed for Templars to make theorycrafting easy and give you guys a great overview displaying your stats without having to purchase the gear.

Build 1 – Damage Build For Trials, Dungeons and Dragonstar Arena

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[img]http://i.imgur.com/H84lhkI.png[/img]
This is a build that I have been working on for a little bit of time, Molag Kena isn’t too used with a Templar because you can’t weave light attacks with Puncturing Sweep to get an Overkill proc, however if you weave with Dark Flare it works to be able to Proc it, this is most likely the strongest build but I personally would advise against using this unless you are using it in Trials and have a Maelstrom Restoration Staff, this is because you can use Rapid Regeneration to help with your sustain and Channeled Focus, while having your Healers use Force Siphon on targets. It’s extremely rough on your resources but gives you an insane amount of damage increase while also providing Minor Sorcery for the raid with this build. The rotation is also fairly simple to get down with the skills on the first bar. Again personally, I wouldn’t run this build as it is the strongest just incredibly hard to deal with.
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Build 2 – Damage Build For Trials, Dungeons and Dragonstar Arena
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[img]http://i.imgur.com/gFZsMC9.png[/img]
This build is probably the most known build that would give you the most sustainable damage; this isn’t too difficult to run the only difficult thing about this would be being able to be lucky enough to get perfect Divine Traits on your Overwhelming pieces, again this build will work best if you have a Maelstrom Restoration Staff, you don’t exactly need a back bar as most of your skills will be on your Dual Swords bar which is why I personally like to run a backbar with skills to help me sustain. Majority of my builds do not typically run Dark Flare, only Build 1 as you use it to proc Molag Kena otherwise Puncturing Sweep rotation will always be stronger than a Dark Flare rotation.
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Build 3 & 4 – Damage/Offhealing Build For Trials, Dungeons and Dragonstar Arena
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[img]http://i.imgur.com/YxlxUj7.png[/img]
[img]http://i.imgur.com/yuDSdF4.png[/img]
These builds are for offhealing if you do not have access to Spell Power Cure I would suggest to run Arch Mage instead as it provides excellent Regeneration and sustain, there are two options based on what Mundus Stone you want to use. A tip when you are healing or offhealing, your Spell Damage and Critical Chance is going to cover the strength of your healing, so I personally would not put any points into the Blessed Champion Point, mainly because you are able to get off as much damage as possible, a thing to remember doing this is a very high style of game play, this is not something that is needed only when you are running with top end groups. But it is still worth to practice getting into this habit if you ever want to get into high end raiding. I would suggest this build as it offers you a lot of Regeneration.
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Build 5 – Damage Build For Trials, Dungeons and Dragonstar Arena
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[img]http://i.imgur.com/jIrJ1y4.png[/img]
This build is an alternative to my first build, replacing Julianos with Twice Born Star, however this is only because if you don’t have Julianos but you have Twice Born Star instead and you don’t want to farm the Materials for the new gear, this isn’t extremely weak, the gap is actually very small between Twice Born Star and Julianos and this works for all of my builds you can replace Julianos with Twice Born Star, make sure your swords are not your Twice Born Star pieces because that will break your set and remove your second Mundus Stone.
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Build 6 – Damage /Offhealing Build For Trials, Dungeons and Dragonstar Arena
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[img]http://i.imgur.com/fIoAEom.png[/img]
The Spell Power Cure off healer build this is perfect for any 4man dungeon or if you are off healing trials, if you are off healing I would suggest you to use 2x Magicka Recovery rings instead of 3x Spell Damage as this set doesn’t offer any Regeneration on its pieces, alternatively you can switch out Torug’s Pact for either Magnus or Seducer, but personally I like the health increase when I off heal as having ~16,000 health can be quite difficult.
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Aedric Warrior – @EgoRush Damage Build For Trials, Dungeons and Dragonstar Arena
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[img]http://i.imgur.com/ACqPMn9.png[/img]
Thanks to @EgoRush for letting me put his build here, this is a nice build for sustaining, I personally haven’t tried this out but judging from the stats this is a really nice alternative build for what you want to do, it’s all player preference, this offers really nice Regeneration and doesn’t force you into using the Maelstrom Restoration staff for a main resource sustainability for a full overview and indepth discussion on this build visit http://tamrielfoundry.com/topic/aedrics-warrior-magicka-build-templar-dd/
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VI. Skills of Interest
Aedric Spear
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Puncturing Sweeps: This skill will be your main point of damage, it’s best to work on buffing this skill, but also remember it’s not exactly the best skill to use in AoE situations just because it deals AoE damage, only the nearest target will take the most damage, I would personally only use this for AoE if there are 2-3 targets if there are more in the area I would swap to using Blazing Spear as you will give more overall damage. This skill also makes use of the Exploiter Passive if you have 75 points into The Ritual (Thaumaturge). After you CC a target they will take increased damage on your next cast. (Each cast of Puncturing Sweep will most likely proc a Burning Light, which is why a Puncturing Sweep Rotation is stronger than Dark Flare).

Toppling Charge: In regards to PvP this is your gap closer ability, currently it’s bugged and not working very well so I would suggest not using it, however it also has a chance to proc Burning Light on the cast which can make it quite powerful.

Blazing Spear: I personally choose this morph over Luminous because of the Damage over Time it provides, it can also Proc Burning Light on the Damage over Time ticks, I would use this skill during large trash packs, personally I am against running this on boss fights because of the double tap to cast, instead I would use Proximity Detonation if you have access to it. If not then keep this skill for boss fights.

Blazing Shield: In regards to PvP this would be our class shield, it can also proc Burning Light on explosion however as of right now this skill is a little weak from what it used to be, I personally don’t use this anymore but I know some top PvPers run this skill still. I’m not much of a PvPer so I can’t offer amazing defensive tips.

Burning Light (Passive): This passive is one of our main DPS being a Templar, you want to make use of this as much as you possibly can, mixing this with Puncturing Sweep is possibly the strongest combination you could do.
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Dawn’s Wrath

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Solar Prison (Ultimate): Possibly one of the strongest ultimate’s in the game when using this you give yourself and your allies Illuminate Buff (minor sorcery), and an ally can use Gravity Crush which is possibly the strongest synergy. Also reduces damage by 30% of affected targets.

Vampires Bane: This isn’t as strong as it could be, however the skill has its uses, having Fire Damage instead of Magic Damage really hurts the skills strength however if you are an Altmer you can make use of this skill.

Dark Flare: There are exceptions to using Dark Flare over Puncturing Sweep, Dark Flare has the ability to be able to proc Molag Kena, however this is a known bug with the set and may be fixed in an upcoming patch, being able to proc the set without having to light attack twice in a row. You can do a really nice build having Dark Flare proc Molag Kena then switching back to Puncturing Sweep, this is also extremely useful as it makes use of your Illuminate passive for yourself and your allies which would have 100% uptime.

Purifying Light: This a really nice skill to weave in between abilities, it’s a shame this skill can’t land a critical hit, in some cases I would cast this skill if you do not have Proximity Detonation.

Radiant Oppression: Your execute, quite possibly the strongest execute in the game, try and keep your Magicka above 30% when heading into the execute phase, your execute phase also begins at 25% a lot of players think it’s 30% but this was changed around in the Orsinium update.

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Restoring Light

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Breath of Life: When off healing I would just to mainly heal with this skill, most of the damage in PvE is very controlled and timed, this is an exetremly strong burst heal and will do a lot more than a heal over time ability would. It’s quite difficult to get into this habit and it really isn’t required but it’s good if you would like to practice at it.

Repentance: This skill is absolutely amazing, when I off heal during trash packs this is my main heal as it is a free cast and can be exetremly strong and returns stamina to a player, I recommended running this skill all the time.

Purifying/Extended Ritual: Another really nice heal over time, it can also purge bleeds that are on you or any other Damage over Time. This skill is also extremely good at using it to proc Spell Power Cure for the group.

Channeled Focus: I would run this skill in every rotation if possible as it a great way to sustain your overall magic if you are having trouble.
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Alliance War – Assault

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Proximity Detonation: I would recommended if you do not have this skill that you should go and grind it, Nightblades and Templars will benefit the most from having this skill as it is Magic Damage, it is important to include this in your rotations as it can Critical Hit for 35k+ Damage (In Pve).

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VII. Cormparing Rotations
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[img]http://i.imgur.com/U7In5V1.png[/img]
Rotation 1 is the basic rotation you will see majority of Templars doing with Puncturing Sweeps, Proximity Detonation / Blazing Shards and Purifying Light with Burning Light procs, personally there isn’t anything wrong with the rotation it’s extremely good and can provide you with great damage, very simplistic rotation.
Rotation 2 is a more harder rotation which puts a strain on your Magicka Management and internal timing, Proximity Detonation, Dark Flare and Puncturing Sweep with Burning Light procs, as I stated earlier you can actually proc Molag Kena with Dark Flare light attack weaving which will be the optimal thing to do as a DPS utilizing Molag Kena in your build.
It’s all personal preference which you would like to do, Rotation 2 is much stronger but has a strain on your resources and timing abilities.

A quick video showing the rotation of Dark Flare with Molag Kena weaving; this is just a basic instructinal video, no real DPS showing off as there really isn’t any buffs going on, to add to the DPS etc, blood spawn was just a good test to show the rotation

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  • This topic was modified 1 week, 2 days ago by Profile photo of nifty2g nifty2g.

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