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Nos/Fire's "The Guard" Templar Trial DPS Build (Update 12 ready)

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Replies: 136

EDITS:

6/4/2016 – Updated for Dark Brotherhood

6/19/2016Added an AoE Rotation.

7/26/2016 – Updated for Shadows of the Hist DLC

9/27/2016 – Updated for Update 12

9/28/2016 – Updated gear set options due to @kwin‘s insight

11/6/2016 – Updated gear set and rotation with @fire0 (@rokrdt05)’s suggestion

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Special thanks to @rokrdt05 for suggesting the use of Guard to boost performance.

Race:

Dunmer – highest boost to fire damage which is your only elemental damage on this build, but you sacrifice sustain for a buff to your damage.

Attribute Distribution:

All in Magicka. As of this expansion there is no need to points into health.

Food:

Health and Magicka

Mundus Stone:

Thief

Champion Point Distribution:

Blue Tree

100 Elemental Expert, 22 in Elfborn, 65 in Thaumaturge

Green Tree

Max out reduce cost first and then regen later.

Red Tree

Distribute points evenly across Hardy, Elemental Defender and Thick Skinned.

The Gear:

All gear is 5 light 1 medium 1 heavy.

2 Grothdar Divines Armor with Magicka Enchants

3 Burning Spellweave Armor pieces all divines with full Magicka Enchants

2 Moondancer Armor pieces all divines with full Magicka Enchants

1 Maelstrom Destro Staff Sharpened

3 Moondancer Jewelry with Spell damage enchants

2 Burning Spellweave Swords (Spell Damage enchants)

Bar Setup:

Main bar (Dual Wield) – Inner light, Purifying Light, Stalwart Guard, Puncturing Sweep, Radiant Oppression. Ultimate – Shooting Star

Offbar Bar (Staff) – Inner Light, Reflective Light, Blazing Spear, Stalwart Guard, Elemental Blockade. Ultimate – Fiery Rage

Rotation:

Pre-Fight: apply guard

Step 1: Potion>Purifying Light>Shooting Star>Bar Swap>Hold down heavy attack and release on meteor impact.

Step 2: Elemental Blockade>Medium Weave>Reflective Light>Medium Weave>Bar Swap>

Step 3: (Puncturing Sweep>Medium Weave ) x 3>Puryfying Light>Bar Swap

Resume from Step 2

At 36-38% begin execute

Reasoning:

1. Why BSW and Moondancer?

Because its uptime is significant enough and can be combined with 5 Moondancer in this build for 4.7k Spell damage buffed. Moondancer is amazing in trials where synergies are plenty.

2. Why Stalwart guard?

Guard has been buffed in this patch to provide you and another person in a 15 meter radius a Minor Force buff. Stamina builds do not need this, since they have Rearming Trap, which has been buffed by a substantial amount. Magicka builds Benefit from it a lot but cannot afford to slot it because of lack of available space, since you have to have it on both bars in order to not lose the buff on bar swap. The only class with flexible spots on the bar is a magicka templar. In addition, the skill provides huge utility by giving a significant buff to another player in the raid. Finally, the passive allows you to gain 10% extra regen if a support ability is slotted on the bar – so another free bonus.

3. Why reflective light?

Since the new content is geared towards mixed single target and AoE dps, we will take a lower single target skill and take the morph that affects up to 3 targets.

4. Why Purifying Light?

25k+ damage for an isnta-cast ability is amazing, plus it provides minor heals for the party AND the illuminate passive which gives all of the players next to you minor spell damage buff.

5. Why sharpened weapons?

Because without Alkosh, sharpened gives you a 10% boost to overall dps. With Alkosh on target, sharpened only gives you 3.75% dps increase. Precise weapons with this setup boost dps by 3.87%. So even with Alkosh on the target sharpened is .12 of a percent worse than precise. Given the unreliable nature of Alkosh, I would advise any and all to run sharpened on all of their characters, stamina or magicka. Keep in mind that all trash in trials now has resistances equivalent to bosses.

DPS parses:

 

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  • This topic was modified 1 hour, 23 minutes ago by Profile photo of Nosferatuzod Nosferatuzod.

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