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Since a lot of people have been asking me a lot recently, and there really has been no Templar theorycrafting builds going on, I’d like to give out my build that I have been using for a little bit of time now, thanks as always to @Asayre for helping come up with build ideas for Templars.
There really are a lot of ways to play Templar, this build allows you to do what you are comfortable with, if you like to DPS using your swords or if you like to DPS using your staff, both of them are just as strong as each other and equal out in DPS depending what you would like your main weapon to be and situational for group composition in trials.
Race Choices
At this point there are 2 choices for Templar DPS, which would be Dunmer and Altmer, either of these races are almost equal in terms of how strong they are because of Templars loving max magicka Altmer helps out with 1% which will scale higher every CP increase and Dunmer offers fire damage which helps out with Reflective Light, Wall of Elements and Shooting Star.
Champion System
Basically because as Templars you are mostly doing Damage over Time your Champion System should look like this if you are using Sweeps/Blockade and Reflective Light for your main damage.
Thaumaturge: 75
Elemental Expert: 73
Elfborn: 18
Spell Erosion: 3
Mundus Stones and Trait Stones
For a Mundus Stone, Always use Thief.
[quote="Asayre;262295"][i]TL;DR – For PvE DPS: Sharpened > Precise > Nirnhoned[/i]
[i]Precise can be better for organised groups running most armour debuffs in the game[/i]
When evaluating between these three item traits it is imperative to recall the average damage formula
[img]https://i.gyazo.com/c8e47c9206272329442c1f052556e45b.png[/img]
where
[img]https://i.gyazo.com/6c76bc41801c5681338675f8df447ea1.png[/img]
The skill coefficient, [i]a[/i], depends on the skill in question and an excellent list of skill coefficients can be found at http://esoitem.uesp.net/viewSkills.php. [i]b[/i] is around 10.5 for most abilities. Attacker Bonus refers to certain Champion Points like Elemental Expert, Mighty or Thaumathurge and includes certain skills and passives such as Major or Minor Berserk. For simplicity, we can just set this to one and ignore it for the large part.
[img]https://i.gyazo.com/a3e8ed29ac85f6385da83e30b32c5558.png[/img]
Armour debuffs include Major/Minor Breach, 5 piece bonus of Roar of Alkosh and the Crushing Enchantment. An example of percentage penetration is Penetrating Magic (Destruction Staff). Flat Penetration includes the base penetration of 100, Concentration and Spell Erosion/Piercing.
In order to compare the three traits, we can convert both the additional flat penetration offered by Sharpened and the extra critical chance into Spell/Weapon Damage. Finally we can convert the Spell/Weapon damage equivalence to an increase in an arbitrary ability tooltip.
[img]https://i.gyazo.com/b7e1a10f2fe44d0a348e0bf093431f10.png[/img]
I’ll use a generic magicka build as an example, I’ll assume a Magicka pool of 40k and Spell Damage of 3k which is reasonably typical for endgame builds. Only legendary trait values are considered.
Nirnhoned
It increases the tooltip value of a weapon by 11% which in turn increases Spell/Weapon damage by 11% before any buffs. For a staff, this corresponds to a base increase in spell damage of 146 Spell Damage and for dual wielding swords it corresponds to 175 Spell Damage. Typically this base spell damage is buffed by 25% by Major and Minor Sorcery. So you would expect 183 Spell Damage for a staff and 219 Spell Damage for dual wielding swords. Thus if we’re dual wielding swords, Nirnhoned leads to an increase ability tooltip of roughly 3.2%.
Precise
The 7% increased weapon and spell critical can be converted to an equivalent spell damage with the following equation
[img]https://i.gyazo.com/2e08159d5318ba91f289615627110a2c.png[/img]
A reasonably common spell critical for endgame builds is around 60% and a critical modifier between 0.6-0.7 is typical for most magicka builds. This assumes around 30 points in Elfborn which is a fairly common recommendation from my Champion Point optimisation spreadsheet (https://docs.google.com/spreadsheets/d/1Zp9v1Vp4Z7X6zfDfcxTwyAnejv-tEC5LujbXYBiVMDk/edit?usp=sharing) thus the spell damage equivalence for Precise is about
[img]https://i.gyazo.com/a14bcc98f941708c3e08c9dc585d6084.png[/img]
This translates to an increase in average ability tooltip by 3.5%. Note that we can reach this answer quicker by noting that
[img]https://i.gyazo.com/b0e456a1b8187b22a006b0a3b38309dc.png[/img]
Sharpened
In a similar fashion to the previous section, the increased physical and spell penetration of Sharpened can be converted to an equivalent spell damage or more directly into an increase in ability tooltip
[img]https://i.gyazo.com/4eb213a3c116c3240cb0a5e9d334837e.png[/img]
where Mitigation has been separated into a Sharpened component and everything else. The key concern here is that the Resistance of a target cannot go below zero. Let us consider a typical 4 person dungeon, bosses have around 18k resistance and trash have anywhere from 10 to 18k resistance (http://tamrielfoundry.com/topic/2-1-boss-resistance/). The main source of armour debuff is Major Breach (5280) and Flat Penetration for Magicka Characters is at least 4984 (100 base + 4884 Concentration). Flat Penetration is typically higher by around 1-2k depending on the number of points assigned into Spell Erosion. This means the average boss will have about 6.5k resistance and 100% of the Sharpened bonus is used meaning that it increase ability tooltip by
[img]https://i.gyazo.com/be0b8972f9ca271d690a7d1eb5273e1e.png[/img]
Unfortunately, Sharpened is useless on any mob with less than about 12k resistance as its resistance is already reduced to zero from other sources. So at first glance, the optimal trait seems to be Sharpened for bosses and Precise for trash, similar to the meta on Live.
But there may be another way around this, given that we are reaching unmitigated damage it is reasonable to remove all points from Spell Erosion and apply it all into Elfborn instead. Then a more interesting question would be how much resistance does Sharpened need to remove for it to be equivalent to Precise. Precise provides 3.5% increase in ability tooltip, this value can be achieved if Sharpened removes at least 1750 resistance. My optimal champion point spreadsheet tends to suggest around 30 points in Elfborn which corresponds to this value. Thus it is possible to simply use Sharpened for most trash and all bosses and put 66 points in Elfborn (67 points in Elfborn works the same as 66 points so spent the last point in something else like Staff Expert. In this way Sharpened is acting at worst equivalent to Precise but you get additional points in Elfborn thus increasing your average damage or it significantly outperforms Precise on bosses.
Although I’ve only discussed magicka builds primarily, this conclusion of using Sharpened in most situations holds true for stamina builds as well. Stamina builds do not have a Flat Penetration skill but this is compensated by several armour debuff methods.[/quote]
Execution of Radiant Destruction – A Guide By @Asayre
TL;DR: Execute at 40%
[quote author="Asayre|post-638058|February 6, 2016"]
There are two main purpose for this post. Firstly, to make a title with a pun. Secondly, to advance the theorycrafting on when to use Radiant Oppression.
In the PTS 2.3, the tooltip of Radiant Oppression is accurate so long as no points are placed into Elemental Expert or Thaumathurge. As a reminder, the tooltip of Radiant Oppression looks like
[img]https://i.gyazo.com/bb2af34e89a6b4bfdd6c3f47ddfa16a9.png[/img]
The damage is done over the course of 4 tics.
The ideal time to execute Radiant Oppression is when the DPS of Radiant Oppression exceeds the DPS of the pre-execute phase. To help understand this, let us consider the DPS in the pre-execute phase, the DPS during Radiant Oppression and the ideal transition between the two.
Pre-Execute
For most abilities, the tooltip value can be calculated with the following equation
[img]https://i.gyazo.com/4068e9d5741b0fd2e64fdca4d441b7b3.png[/img]
where a is a variable that depends on the skill in question and b is approximately 10.5 for most abilities.
If one were to consider all the abilities used it is reasonable to assume that
[img]https://i.gyazo.com/2d81ac1a3690f3c76c895c7ae305f748.png[/img]
where a’ can be thought as the average coefficient for all abilities used. Since this coefficient is used to represent DPS it also includes the effect of champion point bonuses, mitigation and critical damage.
Similarly, the DPS during the execute phase is
[img]https://i.gyazo.com/f68972a16a3b57a034421707ae140088.png[/img]
where a” is the coefficient for Radiant Oppression but modified to include the effect of champion point bonus, mitigation, critical damage, bonus damage for low health targets and bonus damage proportional to current Magicka.
Thus we want to find the point where a’ and a” are equal and that is when the execute phase should begin or in terms of an equation
[img]https://i.gyazo.com/fce06ae2228db8a7ed3013b41b905847.png[/img]
An interesting observation arises here in that we note that the Max Magicka and Spell Damage terms can be removed from both sides of the equation without too much trouble. In the next section, we attempt to determine a”.
a” of Radiant Oppression
The base damage of Radiant Oppression is
[img]https://i.gyazo.com/b79cbb7dc78064c8c7a07c03f40d957a.png[/img]
The average damage of Radiant Oppression when taking into account champion points, mitigation and critical damage is
[img]https://i.gyazo.com/8c5193777ca620b5765f58b4e9c9b450.png[/img]
Now the ideal champion point distribution in the Mage is 100 in Elemental Expert, 12 in Thaumathurge, 46 in Elfborn and 9 in Spell Erosion. This assumes the use of a nirnhoned weapon, Julianos and the Thief mundus with all divines. This distribution was calculated by optimising the function
[img]https://i.gyazo.com/87a128b2f8a55e7b827c47e3fa578e21.png[/img]
where a Base Critical Modifier of 0.6 was assumed and an Elemental Ratio, DoT Ratio and Staff ratio of 0.6, 0.4 and 0 was used, respectively. This ratio was determined empirically with a Bloodspawn parse by @nifty2g. With this champion point distribution, the variable Champion Point in the equation above is 1.307. The critical modifier is 0.75. If we assume a boss with 13k spell resistance (this is after Major Breach), Mitigation is estimated to be around
[img]https://i.gyazo.com/2f0d78412d3d7508901d6e53fc8d3fd6.png[/img]
The flat penetration is the sum of 9 points in Spell Erosion (587), Concentration (4884) and base flat penetration (100).
Putting all these variables into the equation, we arrive at
[img]https://i.gyazo.com/dd767bf198c003d2e7c53615e85fbf85.png[/img]
We can now formulate the Execute DPS as
[img]https://i.gyazo.com/3c9b3414630f9e716542144c23fbca6c.png[/img]
a’ = a”
Let us assume that a’ is 20k then a” needs to be
[img]https://i.gyazo.com/fa017a799aa73bac953f413483df05b8.png[/img]
or equivalently we want to find where the bonus from low health and current Magicka is equal to
[img]https://i.gyazo.com/9caf6d0595dc4f6666c2aea04876c315.png[/img]
To help visualise this, I’ve drawn a surface plot of
[img]https://i.gyazo.com/af45a2d6f42915ea6fb4e46c1396300b.png[/img]
which is not immediatelyhelpful since it is clear that the bonus damage increases with decreasing enemy health percentage and increasing current Magicka percentage.
[img]https://i.gyazo.com/17425be5ee884c4d5337612af4abf067.png[/img]
A more helpful plot will show when this bonus is above 1.73, which is shown in red in the plot below, as this is the execute regime.
[img]https://i.gyazo.com/91c852bf9596e7ff66a1a35895870771.png[/img]
Summary
From the final plot, we can conclude that you want to execute when the target has between 40-45% Health remaining depending on your current Magicka Percent. This is in contrast to the ESO wisdom I have heard of executing at about 20-25% Enemy Health Percent. Hopefully, this will convince some of you to execute earlier or even better tocreate your own plots to determine your ideal execute transition or ideally for an addon developer to make an execute now pop-up for Templars!
As a reminder, someassumptions used to reach this conclusion were
Champion distribution of 100, 12,46 and 9 in Elemental Expert, Thaumathurge, Elfborn and Spell Erosion, respectively.
Pre-execute DPS of 20k
Radiant Oppression tooltip of 18k
[/quote]
Gearing Up
There are 2 gear set ups with the same concept in mind just different depending on your gear that you have. This is a collective spreadsheet on what your stats should look like. This is with 5/1/1 gear set ups.
If you pick to use Twice Born Star over Julianos, which honestly is really dependant on your groups Major Force uptime, I believe you need an uptime of over 50% for Major Force and only 3 fights allow that to be possible, I’m not saying it is impossible I’m just saying Julianos will most likely give you the most steadiest results, in any case, if you feel Twice Born is better just replace it with your body pieces of Julianos
[img] http://i.imgur.com/wzs8q5Y.png/img
[img] http://i.imgur.com/i79cyEv.png/img
Skills of Interest
Aedric Spear
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).
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.
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.
Dawn’s Wrath
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.
Reflective Light: Since the change to the Champion System this skill is very strong now and a very good choice, I would recommend having this on your bar.
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
Restoring Light
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 extremely strong and returns stamina to a player, I recommended running this skill all the time.
Ritual of Retribution: This skill is a must now for everything, the amount of damage this can do is very good.
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.
Destruction Staff
Unstable Wall of Elements: Having changed the Champion Points this skill is extremely strong and a must have for Templars now for AoE and even more for the buff it brings.
Alliance War – Assault
Guard: This is hands down one of the best abilities to make use for as a Templar, because you don’t really need to fill your bar up with a ton of abilities, you can make room for 2 toggles (inner light and guard).
Mages Guild
Shooting Star: The better morph of meteor over Ice Comet because of the ultimate return making this Ultimate your main.
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This topic was modified 4 hours, 38 minutes ago by
nifty2g.