Your probably aware of this but thought i'd add to the posts. 5 second delays on abilities and long load screens in keeps.
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Ps4 EU performance at all time low after patch.
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[PC-NA]Serious connection and stability issues the past couple days.
Ping rates all over the place(also higher than usual on average), and as of last night travelling to other players in your group in the same zone frequently doesn't work at all. You get the animation and the loading screen, but you don't go anywhere. For reference it's not just me, a lot of people in my guild last night were having this same problem during one of our zone clears. Multiple disconnections from battlegrounds. Battleground performance the past couple hours has been awful. People jumping all over the place, ability delays.
I've already power cycled everything. I've done tracert's to all the usual suspects. My connection is fine. My ISP is fine. Whatever is causing this it's not on my end.
I've already power cycled everything. I've done tracert's to all the usual suspects. My connection is fine. My ISP is fine. Whatever is causing this it's not on my end.
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the facts. OVERLOAD IS THE WORST ULTIMATE in game.
Overload in any shape is the worst ultimate. This is a fact. Here is proof and numbers to back up this fact.
Fact 1.
OVERLOAD OFFERS LITTLE TO NOTHING UPON USE.
Overload use to have a clear cut advantage to slot and use as a class ultimate. Which was a third bar. Which could be useful for any build. Now overload true purpose is pure damage. With a lackluster 2m increase in range or a very small extra magic return of 1102. THIS IS THE WORST MORPH ULTIMATE OPTION WITH DAMAGE IN THE GAME. THERE IS VERY LITTLE USEFUL ANYTHING FROM THE MORPH.
Fact 2
OVERLOAD HAS THE WORST BURST POTENTIAL as a ultimate classes burst. Yes, it's TRUE. Why because ALL CLASSES CAN LIGHT ATTACK FOR DAMAGE during ultimate.
Let's look at classes signature ultimate. Interm of damage.
Overload damage 1131
Death stroke 1315
Dragon leap 1726
Radial sweep 824 plus 2 sec 410 damage for 6 sec
Sleet storm 455 8 sec(major protection)
Frozen colossus 985(major vulnerability)
This is the numbers overload is 1131. The 1131 equal your light attack damage. Keep in mind that all classes received light attack damage PLUS THE DAMAGE ABOVE.
Fact 3
When you add utility plus ultimate burst of class ultimate plus light attack. Overload is seriously underperforming.
Overload has a almost nonexistent utility function. Overload has a luck lackluster damage compared to the extra damage all classes get after use of ultimate with light attack. THESE FACT PROVES OVERLOAD IS THE WORST ULTIMATE IN THE GAME.
Sorcerer is a amazing class. The class skill can provide some amazing SINGLE player burst. However the ultimate is TERRIBLE. the sorcerer overload utility identity is lost. The heavy attack range is poor to almost unuseable. The damage is lackluster. GIVE OVERLOAD A UNIQUE PURPOSE. heavy attack range something. Overload is without a doubt the worst ultimate. PLEASE STOP NERFING AND START BUFFING OVERLOAD.
Fact 1.
OVERLOAD OFFERS LITTLE TO NOTHING UPON USE.
Overload use to have a clear cut advantage to slot and use as a class ultimate. Which was a third bar. Which could be useful for any build. Now overload true purpose is pure damage. With a lackluster 2m increase in range or a very small extra magic return of 1102. THIS IS THE WORST MORPH ULTIMATE OPTION WITH DAMAGE IN THE GAME. THERE IS VERY LITTLE USEFUL ANYTHING FROM THE MORPH.
Fact 2
OVERLOAD HAS THE WORST BURST POTENTIAL as a ultimate classes burst. Yes, it's TRUE. Why because ALL CLASSES CAN LIGHT ATTACK FOR DAMAGE during ultimate.
Let's look at classes signature ultimate. Interm of damage.
Overload damage 1131
Death stroke 1315
Dragon leap 1726
Radial sweep 824 plus 2 sec 410 damage for 6 sec
Sleet storm 455 8 sec(major protection)
Frozen colossus 985(major vulnerability)
This is the numbers overload is 1131. The 1131 equal your light attack damage. Keep in mind that all classes received light attack damage PLUS THE DAMAGE ABOVE.
Fact 3
When you add utility plus ultimate burst of class ultimate plus light attack. Overload is seriously underperforming.
Overload has a almost nonexistent utility function. Overload has a luck lackluster damage compared to the extra damage all classes get after use of ultimate with light attack. THESE FACT PROVES OVERLOAD IS THE WORST ULTIMATE IN THE GAME.
Sorcerer is a amazing class. The class skill can provide some amazing SINGLE player burst. However the ultimate is TERRIBLE. the sorcerer overload utility identity is lost. The heavy attack range is poor to almost unuseable. The damage is lackluster. GIVE OVERLOAD A UNIQUE PURPOSE. heavy attack range something. Overload is without a doubt the worst ultimate. PLEASE STOP NERFING AND START BUFFING OVERLOAD.
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Can we get rid of the 200 Transmute Crystal Limit!
Can we please get rid of the 200 Transmute Crystal limit, I have hundreds of these things on my characters which is a huge waste of item space.
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Champion Point discussion.
If the Champion System were to be Reworked into something completely new, or scrapped in its entirety. How would one go about replacing it with something that all players can use.
In my opinion, I would rather see the champion point system reworked into something entirely new.
Such questions include:
In my opinion, I would rather see the champion point system reworked into something entirely new.
Such questions include:
- How would you approach the system.
- How would one find a way to eliminate the power creep.
- How would it appeal to each playable class in both PvE and PvP.
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Ports?
Hello regarding the post https://help.elderscrollsonline.com/app/answers/detail/a_id/1133/~/what-ports-do-i-need-to-open-for-the-elder-scrolls-online?
Steam
TCP / UDP Ports 27000 through 27015
TCP / UDP Ports 27015 through 27030
TCP / UDP Ports 27014 through 27050
TCP / UDP Ports 27031 through 27036
TCP / UDP Ports 27036 through 27037
TCP / UDP Ports 4380
Do you notice how it says 27000-27015 and then 27015-27030 how [27015] is repeated twice? I cant save it in my router because it's used twice so what i did is 27000-27050 instead of any of the 27000 ports. Is this okey? or must it be exactly as told and if so is there anyway that i can add the exact ports on my router even though it won't save cuz some ports cant be used twice.
Steam
TCP / UDP Ports 27000 through 27015
TCP / UDP Ports 27015 through 27030
TCP / UDP Ports 27014 through 27050
TCP / UDP Ports 27031 through 27036
TCP / UDP Ports 27036 through 27037
TCP / UDP Ports 4380
Do you notice how it says 27000-27015 and then 27015-27030 how [27015] is repeated twice? I cant save it in my router because it's used twice so what i did is 27000-27050 instead of any of the 27000 ports. Is this okey? or must it be exactly as told and if so is there anyway that i can add the exact ports on my router even though it won't save cuz some ports cant be used twice.
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Streak and convert spamming is a huge issue plaguing this game
Players constantly spam streak and convert, abilities that are in themselves overpowered for the cost. Streak is a huge aoe, hard CC, does decent damage, is a gap closer that requires no target, meaning it works as both an offensive and defensive ability and is used by stamina (the same reason petrify had a huge cost increase), the current 50% increase in cost is not enough, the ability should have a cost increase of 100% every time it is cast out of cooldown and the base cost increased by 1k. Likewise on Convert, the Ability is too often spammed, remove the channel from this ability as well as the instant resource return and make it like siphoning/leeching strikes, giving the full resources at the end or throughout then time of the buff. This would help improve sorc sustain in PVE and stop the spamming of a poorly balanced ability.
INB4 “SoRc NeRf ThReAd”, most people are bandwagon meta hopping petsorc players anyway, as its virtually unseen out of a zerg when its not the best solo class.
INB4 “SoRc NeRf ThReAd”, most people are bandwagon meta hopping petsorc players anyway, as its virtually unseen out of a zerg when its not the best solo class.
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Request for a Flower Fairy Type Costume
I tend to think of Bosmer as being a bit like Druids, or Flower Fairies, with their love of (and deep affinity with) plants.
So, I was pretty happy to discover the Nordic Bather's Towel, which (even though I think it's supposed to be leather?) can look like leaves, or the petals of a giant flower, especially with certain dyes:
![W7MTmJnh.png]()
![yW1dOX6h.png]()
However, with it being a bathing towel, rather than a dress, it also has the down side of showing a sliver of one buttock, at the back...
Which doesn't really bother me, too much, but can (apparently) give some people the wrong idea about the character and/or the person playing it.
So, I would like to put in a request for a version of this Towel, which is slightly longer at the back and (although not long) could be referred to as a dress (Petal Dress, or something), rather than a Towel.
It could also cover the midriff a bit more, or not; I don't really mind too much about that, personally.
I'm not looking for another long, demure, cloth dress; as there are plenty of them already.
As I say, I love the nature theme, hand made (/thrown together!) feel and also, quite like the freedom of the short Bather's Towel (as opposed to a longer dress), in general, but if something similar could be created, which is very slightly less x-rated, that would be ideal.
Thank you for our consideration.
So, I was pretty happy to discover the Nordic Bather's Towel, which (even though I think it's supposed to be leather?) can look like leaves, or the petals of a giant flower, especially with certain dyes:


However, with it being a bathing towel, rather than a dress, it also has the down side of showing a sliver of one buttock, at the back...
Which doesn't really bother me, too much, but can (apparently) give some people the wrong idea about the character and/or the person playing it.
So, I would like to put in a request for a version of this Towel, which is slightly longer at the back and (although not long) could be referred to as a dress (Petal Dress, or something), rather than a Towel.
It could also cover the midriff a bit more, or not; I don't really mind too much about that, personally.
I'm not looking for another long, demure, cloth dress; as there are plenty of them already.
As I say, I love the nature theme, hand made (/thrown together!) feel and also, quite like the freedom of the short Bather's Towel (as opposed to a longer dress), in general, but if something similar could be created, which is very slightly less x-rated, that would be ideal.
Thank you for our consideration.

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Undaunted Heavy Attack PVP Build (Magplar and MagDK)
I’ve developed a very interesting build that uses the Undaunted Infiltrator and Undaunted Unweaver sets in tandem. The concept is fairly similar to Xynode's Easy Sorc, but it's a bit different (it's not a Sorc build, for one, and it uses different sets) and I'm more focused on PVP.
The Basics
The concept is fairly simple: You want to buff up your heavy attack damage as much as possible, and then proc off balance on the enemy in order to just melt them with lightning heavy attacks. This build actually can really melt people. And you can basically ignore Magicka sustain in your build entirely, because you'll actually gain Magicka during your damage combo. You also can potentially build for a good bit of defense without giving up very much damage.
The basis for the build is as follows:
You run the Undaunted Infiltrator and Undaunted Unweaver sets. When procced, each of these sets adds just over 1100 damage to each tick of a channeled lightning heavy attack. There are 4 ticks. So, between the two of these, you add about 9000 damage to your lightning heavy attacks--which are do damage in an AOE. When an enemy is off balance, the damage they take from heavy attacks goes up 70% (80% if you've got the exploiter passive). Therefore, on an off balance enemy, these two sets combine to add over 15,000 damage to your heavy attacks--and that number is higher the more additional damage buffs you have on your heavy attacks. Regardless of class, the concept is to do one of two things: (1) proc the two sets and then pump in large AOE damage from a distance with your heavy attacks, or (2) get in and proc off-balance on someone and absolutely melt them. Since you're a heavy attack build, your sustain will be great. And the fact that you'll be topped up on magicka a lot will really help your defense, along with the fact that you can build for a lot of defense without losing much firepower.
At the moment, I'm using it on my Magplar, but I think the MagDK may be even better for it due to Molten Armaments. I'll describe below what I've built so far (along with some possible alternatives), then also describe what I plan to do with this on my MagDK once I've leveled him, and also give a brief description of how this has worked in the BGs I've played with it.
Magplar Build
The idea with the Magplar is basically to use Restoring Focus as a cheap and effective way to proc Undaunted Unweaver, and use Toppling Charge to stun and proc off balance (as well as proc Undaunted Infiltrator if need be) all in one. The basic combo would be Restoring Focus --> Purifying Light or Reflective Light --> Toppling Charge --> 1 or 2 heavy attacks --> maybe Radiant Oppression. And in terms of defense, if you're put on the defensive, you'll typically have a really high magicka pool left and Extended Ritual, Living Dark, and Honor the Dead, so it's very survivable.
My item setup is not 100% ideal yet. But in an ideal world, I think you'd have an Undaunted Infiltrator staff, two pieces of Undaunted Infiltrator jewelry, and an Undaunted Infiltrator chest piece. You'd then have Undaunted Unweaver hands, belt, legs, and boots, along with an Undaunted Unweaver jewelry piece. You then want one light and one heavy piece for a monster set. I'm using one piece Pirate Skeleton and one piece Lord Warden, just for the permanent resistance bonuses, but that's up to you, and there are many other solid options. Since it's PVP, I think having all the armor be impenetrable is ideal (though I've only got four impenetrable pieces on this build at the moment). In terms of enchants and jewelry/weapon traits, this is kind of up to you. I've tested it with: (1) all magicka glyphs on my armor except one health glyph; (2) all spell power glyphs on my jewelry; (3) all arcane traits on my jewelry; and (4) a precise weapon. However, a huge component of your damage is from the two sets, and that damage isn't affected by spell damage or magicka. So you could add some protective or healthy traits to the jewelry, and/or some more healthy or prismatic defense glyphs on the armor, and not lose a ton of damage. You could even run stamina recovery glyphs to help with breaking free and whatnot. You could also put Bloodthirsty glyphs on, since that would scale with the damage from your sets. In terms of the weapon trait, Precise is just what dropped for me, but I actually think Precise and Sharpened are clearly your two best bets, since they'll actually affect the Infiltrator and Unweaver set damage. On the back bar, I’ve got Precise since, again, that’s what dropped, but Defending may be better.
In terms of Mundus, I think The Lover is the best. Again, spell penetration actually affects the Infiltrator and Unweaver set damage. So do the crit damage and crit chance bonuses from The Shadow and The Thief, but I think The Lover is a bit better.
In terms of race, I'm a High Elf with this. I think that's probably the best one, since it helps your overall damage more than any other race (though I think Khajiit is probably very close), actually helps a lot with stamina sustain from the Spell Recharge passive, and I believe that same passive's 5% damage reduction applies when heavy attacking. But there are other options that would be good as well. Dark Elf would work. Khajiit would work because the critical damage scales with the set damage. And Nord would actually be decent to add some bulkiness.
In terms of food, I think tri-stat food is best. You certainly don't need magicka recovery from your food/drink.
For potions, it will ultimately depend on what you've got on your bar. You could cover Major Prophecy, Major Sorcery, and immovability with your skills--in which case you'd use tri-stat potions. But you could also leave a gap in your skills that you fill with a potion if you’d like. I’ll note that I think Major Prophecy is more important than Major Sorcery here because it scales with the set damage.
I'm not listing CP here, since I've tested this exclusively in BGs and so I haven't put much of any thought into the CPs.
For skills, here's what my bar looks like (with some discussion of alternatives below):
Front Bar: Restoring Focus, Toppling Charge, Honor the Dead, Reflective Light, Radiant Oppression, Eye of the Storm
Back Bar: Extended Ritual, Radiating Regeneration, Honor the Dead, Living Dark, Elusive Mist, Life Giver
There's a lot of flexibility there though. The only real must-haves are Restoring Focus, Toppling Charge, Honor the Dead, and Extended Ritual. A few thoughts on the skills below:
- I like to double bar Honor the Dead because I find it helps me react to burst damage just that little bit quicker, but you can definitely slot something like Purifying Light on the front bar instead.
- Especially if you slot Purifying Light, you could perhaps switch out Reflective Light for Inner Light, but I probably wouldn't (the reason I say you'd especially do that if you've got Purifying Light is that you definitely want at least one ranged Magicka ability you'll use on the front bar, to proc Undaunted Infiltrator).
- You could also swap out Radiant Oppression for Structured Entropy. Major Sorcery isn't actually a huge boost to your heavy attacks on this build, so it's not strictly necessary to have it, but it's a very good ability. I do get some use out of Radiant Oppression, but Structured Entropy could be better overall.
- Rapid Regen is probably better than Radiating Regeneration for PVP. But I also use my Magplar to heal dungeons, and don't want to switch the morph.
- Elusive Mist is surely better than Race Against Time--I'm just not a vampire. But I think I probably will make this character a vampire, in order to use Elusive Mist.
- The front bar ult is really up to you. I like Eye of the Storm and I think it synergizes very well with this build since you can cast it, then use Restoring Focus and Toppling Charge to proc your two sets and gap close and stun right as Eye of the Storm starts going off. But Crescent Sweep would be good, as would Devouring Swarm and the Mage's Guild ult.
- You could potentially get away with going sword and board on the back bar, and replacing Life Giver with Spell Wall. You'd no longer be able to run Regen, but that would open up a spot for sure for Structured Entropy and you'd at least get a bit of a heal over time from that.
Magicka Dragonknight build
For the most part, this build would be the same as above. I think it would be even stronger than the Magplar, but I've not yet tested it out and there would be downsides compared to the Magplar.
The main difference is just the skills. MagDKs would obviously use Molten Armaments. This would add massive damage to the already hard-hitting heavy attacks. I've not yet leveled my MagDK, but I think the damage on this would be extremely high. The way you'd proc off balance is Empowering Chains --> Fossilize --> Lava Whip (either morph).
The MagDK's damage would be much higher, but it would have a more drawn out process to create off balance. Whereas the Templar can gap close, stun, and proc off balance all with one skill, the DK would require three skills to do all of that. Therefore, the MagDK would have to play a little less aggressively, because if you get aggressive against a group, you could be punished before you've really had a chance to do much. Of course, the MagDK can actually do almost as much damage heavy attacking at a distance as a Magplar could against an off balance enemy (50% bonus from Molten Armaments vs. 70% bonus from off balance).
The MagDK also doesn't have quite as strong of survival tools this patch. Again, though, you can stay back and still deal massive damage, so it may not be harder to survive overall.
Finally, the MagDK would have a bit more of an annoying time proccing Undaunted Unweaver. There's no real obvious cheap stamina ability for the MagDK to spam in PVP to proc the set. You could use Vigor, even though it'd be a pretty weak heal on a magicka character. The best option may just be Noxious Breath though. You'd often just be using it on nothing, but it can get really cheap, and if you use Molten Whip, then having Noxious Breath as part of your setup would make your burst stronger. Your stamina sustain would take a hit from having to use Noxious Breath a bunch, but you'll get 990 stamina each time you use Fossilize and Molten Armaments. You could take a stamina recovery glyph in a jewelry piece as well if you find it's an issue--the lost spell damage won't be a huge deal.
Here's what I'd think the skills could be:
Front Bar: Noxious Breath, Empowering Chains, Molten Whip, Fossilize, Molten Armaments
Back Bar: Efficient Purge, Rapid Regen, Coagulating Blood, Volatile Armor, Elusive Mist, Life Giver
There are other ways to do it, but there's a bit less flexibility than on the Magplar, since your combo requires basically everything I listed on the front bar. If the Empowering Chains --> Molten Whip --> Fossilize combo is too unwieldy, one thing I might try is replacing Fossilize with Stone Giant. Stone Giant is a worse ability, but it may be that Molten Armaments is enough damage to basically melt people from afar if I can just stun them. And if they happen to be close, I could still proc off balance (albeit maybe a bit less reliably than you can with Fossilize since you don’t have the immobilize after the stun). This wouldn’t be as good in a 1v1, but it’s possible it’s better in a group context where you don’t necessarily want to be jumping in and taking time using two abilities before really doing your damage.
How It Has Worked For Me
I've played this with my Magplar. The results have been pretty good. I'm far from the best player—so I do come across players who are simply better than me. But I have had very good games with it. And I’ve managed to win 1v1’s against players that I can absolutely tell are better than me.
A few thoughts on it:
- The damage is good. If people are pretty squishy, they can basically be deleted by a Purifying Light/Reflective Light --> Toppling Charge --> 1 heavy attack and then maybe a couple ticks of another heavy attack or Radiant Oppression. People who are tankier can sometimes survive and get away if I attack them at full health, but not if I’ve got any support with me and typically not if they don’t have some kind of get-out-of-jail-free card (as in, cloak, streak, etc.) or catch me with a stun when my stamina is low. If they can’t find some way to get away or to keep me stunned for a while, it’s extremely difficult for someone to live through two off-balance heavy attacks and an execute. If they live through it, then they’re a pretty tanky build and have dumped away a lot of resources to survive, while I’ve literally gained magicka. I can't wait to see what the damage from the MagDK is like, since it's going to be significantly higher.
- The magicka sustain is incredibly good. You get over 7.2k magicka back from a heavy attack against an off balance opponent in no-CP. This means your damage combo literally gains you magicka. And if you kill people with your heavy attack—which you will—you’ll get another 3600 magicka back from the destruction staff passives. The only time you can really run out of magicka is if you’ve really been put on the back foot by people for a very long time. Overall, it’s the best magicka sustain I’ve ever had on any build that does even remotely similar damage.
- The stamina sustain is actually really good for a magicka build. You’ve got Restoring Focus. You’ve got the High Elf passive that will almost always restore stamina, since your magicka will be high. And you’ve got the Undaunted Unweaver set giving you over 2k extra stamina to work with. You’ll be using Restoring Focus more than is necessary (in order to proc Undaunted Unweaver), so the net stamina return on it isn’t quite optimal, but this is still one of the best magicka builds I’ve played in terms of stamina sustain. And honestly, given how a lot of your damage doesn’t scale with the spell damage stat, I’m thinking of possibly adding a stamina regen glyph or two to my jewelry, just to basically make this build incredibly strong against CC.
- The survivability is good. It’s a light armor build and doesn’t have a massive amount of health, so obviously it’s not the highest survivability possible. But with the defensive monster set combo I’m using along with Restoring Focus obviously always being up, the resistances are actually pretty good. Toppling Charge gives you minor protection for 6 seconds. You’ve got Extended Ritual, Living Dark, Regen, and Honor the Dead—all great defensive abilities. The resto ult is a fight reset basically. And I think Elusive Mist will add a lot of survivability once I get it. The key, though, is really the sustain. It’s basically impossible to catch me without a boatload of magicka to use to survive. There were players that were better than me that were able to get the drop on me and kill me a few times, but it typically would take them a very drawn out fight to do it when I’m pretty sure they’d have done so quicker against me on another build. There have also been some people that have been able to burst me down quickly, but that’s mostly just been lethal arrow and poison injection causing desyncs. I did play one stamden who repeatedly burst me down quickly, but that player was really good, and it was also in my first game on the build when I had no impen gear, no defensive monster set (so my resistances were over 5k lower), and wasn’t using the resto ult. As I mentioned above, though, I think one could build in more survivability into this build without actually giving up a ton of damage.
Final Notes
This is a very long post, but I do have some thoughts on this for PVE as well. I don’t think the Magplar would be very good with it since the benefit of being able to gap close, stun, and set off balance with one ability doesn’t really matter in PVE. However, I think the MagDK would be quite good. You’d use a Maelstrom lightning staff, with an Undaunted Infiltrator staff on the back bar. You'd proc Undaunted Unweaver with Beast Trap--which is a great ability anyways and is on the Easy Sorc build too. This would be similar to the Easy Sorc build, but with fewer shock abilities to proc off balance, but Molten Armaments for a permanent 50% heavy attack damage bonus. That should equal more single-target damage against bosses than the Easy Sorc can achieve, and probably still more AOE damage against groups of trash mobs, especially if someone else is using lightning damage. I think it would be very strong.
I also note that the Easy Sorc build uses Infallible Mage. I've read that that set only affects the damage on the last tick of the lightning staff's damage. I don't have it to test, but I did watch Xynode's latest Easy Sorc video, and I believe he said that too. If so, I do wonder whether a build using Infallible Mage is outdamaged by a build with Undaunted Unweaver, despite Infallible Mage having better bonuses otherwise for DPS. If not, then, if you're able to get it, Infallible Mage would be optimal over Undaunted Unweaver, and this would basically become a DK version of the Easy Sorc. Either way, you could slot Mystic Orb instead of Daedric Tomb (which Xynode suggests as an alternative anyways), Eruption instead of Liquid Lightning, Volatile Armor instead of Boundless Storm, Inner Light instead of Bound Armaments, Dampen Magic instead of Hardened Ward, and Molten Armaments instead of Mage's Wrath. In other words, the skill setup would basically be the same except you slot Molten Armaments instead of the execute.
The Basics
The concept is fairly simple: You want to buff up your heavy attack damage as much as possible, and then proc off balance on the enemy in order to just melt them with lightning heavy attacks. This build actually can really melt people. And you can basically ignore Magicka sustain in your build entirely, because you'll actually gain Magicka during your damage combo. You also can potentially build for a good bit of defense without giving up very much damage.
The basis for the build is as follows:
You run the Undaunted Infiltrator and Undaunted Unweaver sets. When procced, each of these sets adds just over 1100 damage to each tick of a channeled lightning heavy attack. There are 4 ticks. So, between the two of these, you add about 9000 damage to your lightning heavy attacks--which are do damage in an AOE. When an enemy is off balance, the damage they take from heavy attacks goes up 70% (80% if you've got the exploiter passive). Therefore, on an off balance enemy, these two sets combine to add over 15,000 damage to your heavy attacks--and that number is higher the more additional damage buffs you have on your heavy attacks. Regardless of class, the concept is to do one of two things: (1) proc the two sets and then pump in large AOE damage from a distance with your heavy attacks, or (2) get in and proc off-balance on someone and absolutely melt them. Since you're a heavy attack build, your sustain will be great. And the fact that you'll be topped up on magicka a lot will really help your defense, along with the fact that you can build for a lot of defense without losing much firepower.
At the moment, I'm using it on my Magplar, but I think the MagDK may be even better for it due to Molten Armaments. I'll describe below what I've built so far (along with some possible alternatives), then also describe what I plan to do with this on my MagDK once I've leveled him, and also give a brief description of how this has worked in the BGs I've played with it.
Magplar Build
The idea with the Magplar is basically to use Restoring Focus as a cheap and effective way to proc Undaunted Unweaver, and use Toppling Charge to stun and proc off balance (as well as proc Undaunted Infiltrator if need be) all in one. The basic combo would be Restoring Focus --> Purifying Light or Reflective Light --> Toppling Charge --> 1 or 2 heavy attacks --> maybe Radiant Oppression. And in terms of defense, if you're put on the defensive, you'll typically have a really high magicka pool left and Extended Ritual, Living Dark, and Honor the Dead, so it's very survivable.
My item setup is not 100% ideal yet. But in an ideal world, I think you'd have an Undaunted Infiltrator staff, two pieces of Undaunted Infiltrator jewelry, and an Undaunted Infiltrator chest piece. You'd then have Undaunted Unweaver hands, belt, legs, and boots, along with an Undaunted Unweaver jewelry piece. You then want one light and one heavy piece for a monster set. I'm using one piece Pirate Skeleton and one piece Lord Warden, just for the permanent resistance bonuses, but that's up to you, and there are many other solid options. Since it's PVP, I think having all the armor be impenetrable is ideal (though I've only got four impenetrable pieces on this build at the moment). In terms of enchants and jewelry/weapon traits, this is kind of up to you. I've tested it with: (1) all magicka glyphs on my armor except one health glyph; (2) all spell power glyphs on my jewelry; (3) all arcane traits on my jewelry; and (4) a precise weapon. However, a huge component of your damage is from the two sets, and that damage isn't affected by spell damage or magicka. So you could add some protective or healthy traits to the jewelry, and/or some more healthy or prismatic defense glyphs on the armor, and not lose a ton of damage. You could even run stamina recovery glyphs to help with breaking free and whatnot. You could also put Bloodthirsty glyphs on, since that would scale with the damage from your sets. In terms of the weapon trait, Precise is just what dropped for me, but I actually think Precise and Sharpened are clearly your two best bets, since they'll actually affect the Infiltrator and Unweaver set damage. On the back bar, I’ve got Precise since, again, that’s what dropped, but Defending may be better.
In terms of Mundus, I think The Lover is the best. Again, spell penetration actually affects the Infiltrator and Unweaver set damage. So do the crit damage and crit chance bonuses from The Shadow and The Thief, but I think The Lover is a bit better.
In terms of race, I'm a High Elf with this. I think that's probably the best one, since it helps your overall damage more than any other race (though I think Khajiit is probably very close), actually helps a lot with stamina sustain from the Spell Recharge passive, and I believe that same passive's 5% damage reduction applies when heavy attacking. But there are other options that would be good as well. Dark Elf would work. Khajiit would work because the critical damage scales with the set damage. And Nord would actually be decent to add some bulkiness.
In terms of food, I think tri-stat food is best. You certainly don't need magicka recovery from your food/drink.
For potions, it will ultimately depend on what you've got on your bar. You could cover Major Prophecy, Major Sorcery, and immovability with your skills--in which case you'd use tri-stat potions. But you could also leave a gap in your skills that you fill with a potion if you’d like. I’ll note that I think Major Prophecy is more important than Major Sorcery here because it scales with the set damage.
I'm not listing CP here, since I've tested this exclusively in BGs and so I haven't put much of any thought into the CPs.
For skills, here's what my bar looks like (with some discussion of alternatives below):
Front Bar: Restoring Focus, Toppling Charge, Honor the Dead, Reflective Light, Radiant Oppression, Eye of the Storm
Back Bar: Extended Ritual, Radiating Regeneration, Honor the Dead, Living Dark, Elusive Mist, Life Giver
There's a lot of flexibility there though. The only real must-haves are Restoring Focus, Toppling Charge, Honor the Dead, and Extended Ritual. A few thoughts on the skills below:
- I like to double bar Honor the Dead because I find it helps me react to burst damage just that little bit quicker, but you can definitely slot something like Purifying Light on the front bar instead.
- Especially if you slot Purifying Light, you could perhaps switch out Reflective Light for Inner Light, but I probably wouldn't (the reason I say you'd especially do that if you've got Purifying Light is that you definitely want at least one ranged Magicka ability you'll use on the front bar, to proc Undaunted Infiltrator).
- You could also swap out Radiant Oppression for Structured Entropy. Major Sorcery isn't actually a huge boost to your heavy attacks on this build, so it's not strictly necessary to have it, but it's a very good ability. I do get some use out of Radiant Oppression, but Structured Entropy could be better overall.
- Rapid Regen is probably better than Radiating Regeneration for PVP. But I also use my Magplar to heal dungeons, and don't want to switch the morph.
- Elusive Mist is surely better than Race Against Time--I'm just not a vampire. But I think I probably will make this character a vampire, in order to use Elusive Mist.
- The front bar ult is really up to you. I like Eye of the Storm and I think it synergizes very well with this build since you can cast it, then use Restoring Focus and Toppling Charge to proc your two sets and gap close and stun right as Eye of the Storm starts going off. But Crescent Sweep would be good, as would Devouring Swarm and the Mage's Guild ult.
- You could potentially get away with going sword and board on the back bar, and replacing Life Giver with Spell Wall. You'd no longer be able to run Regen, but that would open up a spot for sure for Structured Entropy and you'd at least get a bit of a heal over time from that.
Magicka Dragonknight build
For the most part, this build would be the same as above. I think it would be even stronger than the Magplar, but I've not yet tested it out and there would be downsides compared to the Magplar.
The main difference is just the skills. MagDKs would obviously use Molten Armaments. This would add massive damage to the already hard-hitting heavy attacks. I've not yet leveled my MagDK, but I think the damage on this would be extremely high. The way you'd proc off balance is Empowering Chains --> Fossilize --> Lava Whip (either morph).
The MagDK's damage would be much higher, but it would have a more drawn out process to create off balance. Whereas the Templar can gap close, stun, and proc off balance all with one skill, the DK would require three skills to do all of that. Therefore, the MagDK would have to play a little less aggressively, because if you get aggressive against a group, you could be punished before you've really had a chance to do much. Of course, the MagDK can actually do almost as much damage heavy attacking at a distance as a Magplar could against an off balance enemy (50% bonus from Molten Armaments vs. 70% bonus from off balance).
The MagDK also doesn't have quite as strong of survival tools this patch. Again, though, you can stay back and still deal massive damage, so it may not be harder to survive overall.
Finally, the MagDK would have a bit more of an annoying time proccing Undaunted Unweaver. There's no real obvious cheap stamina ability for the MagDK to spam in PVP to proc the set. You could use Vigor, even though it'd be a pretty weak heal on a magicka character. The best option may just be Noxious Breath though. You'd often just be using it on nothing, but it can get really cheap, and if you use Molten Whip, then having Noxious Breath as part of your setup would make your burst stronger. Your stamina sustain would take a hit from having to use Noxious Breath a bunch, but you'll get 990 stamina each time you use Fossilize and Molten Armaments. You could take a stamina recovery glyph in a jewelry piece as well if you find it's an issue--the lost spell damage won't be a huge deal.
Here's what I'd think the skills could be:
Front Bar: Noxious Breath, Empowering Chains, Molten Whip, Fossilize, Molten Armaments
Back Bar: Efficient Purge, Rapid Regen, Coagulating Blood, Volatile Armor, Elusive Mist, Life Giver
There are other ways to do it, but there's a bit less flexibility than on the Magplar, since your combo requires basically everything I listed on the front bar. If the Empowering Chains --> Molten Whip --> Fossilize combo is too unwieldy, one thing I might try is replacing Fossilize with Stone Giant. Stone Giant is a worse ability, but it may be that Molten Armaments is enough damage to basically melt people from afar if I can just stun them. And if they happen to be close, I could still proc off balance (albeit maybe a bit less reliably than you can with Fossilize since you don’t have the immobilize after the stun). This wouldn’t be as good in a 1v1, but it’s possible it’s better in a group context where you don’t necessarily want to be jumping in and taking time using two abilities before really doing your damage.
How It Has Worked For Me
I've played this with my Magplar. The results have been pretty good. I'm far from the best player—so I do come across players who are simply better than me. But I have had very good games with it. And I’ve managed to win 1v1’s against players that I can absolutely tell are better than me.
A few thoughts on it:
- The damage is good. If people are pretty squishy, they can basically be deleted by a Purifying Light/Reflective Light --> Toppling Charge --> 1 heavy attack and then maybe a couple ticks of another heavy attack or Radiant Oppression. People who are tankier can sometimes survive and get away if I attack them at full health, but not if I’ve got any support with me and typically not if they don’t have some kind of get-out-of-jail-free card (as in, cloak, streak, etc.) or catch me with a stun when my stamina is low. If they can’t find some way to get away or to keep me stunned for a while, it’s extremely difficult for someone to live through two off-balance heavy attacks and an execute. If they live through it, then they’re a pretty tanky build and have dumped away a lot of resources to survive, while I’ve literally gained magicka. I can't wait to see what the damage from the MagDK is like, since it's going to be significantly higher.
- The magicka sustain is incredibly good. You get over 7.2k magicka back from a heavy attack against an off balance opponent in no-CP. This means your damage combo literally gains you magicka. And if you kill people with your heavy attack—which you will—you’ll get another 3600 magicka back from the destruction staff passives. The only time you can really run out of magicka is if you’ve really been put on the back foot by people for a very long time. Overall, it’s the best magicka sustain I’ve ever had on any build that does even remotely similar damage.
- The stamina sustain is actually really good for a magicka build. You’ve got Restoring Focus. You’ve got the High Elf passive that will almost always restore stamina, since your magicka will be high. And you’ve got the Undaunted Unweaver set giving you over 2k extra stamina to work with. You’ll be using Restoring Focus more than is necessary (in order to proc Undaunted Unweaver), so the net stamina return on it isn’t quite optimal, but this is still one of the best magicka builds I’ve played in terms of stamina sustain. And honestly, given how a lot of your damage doesn’t scale with the spell damage stat, I’m thinking of possibly adding a stamina regen glyph or two to my jewelry, just to basically make this build incredibly strong against CC.
- The survivability is good. It’s a light armor build and doesn’t have a massive amount of health, so obviously it’s not the highest survivability possible. But with the defensive monster set combo I’m using along with Restoring Focus obviously always being up, the resistances are actually pretty good. Toppling Charge gives you minor protection for 6 seconds. You’ve got Extended Ritual, Living Dark, Regen, and Honor the Dead—all great defensive abilities. The resto ult is a fight reset basically. And I think Elusive Mist will add a lot of survivability once I get it. The key, though, is really the sustain. It’s basically impossible to catch me without a boatload of magicka to use to survive. There were players that were better than me that were able to get the drop on me and kill me a few times, but it typically would take them a very drawn out fight to do it when I’m pretty sure they’d have done so quicker against me on another build. There have also been some people that have been able to burst me down quickly, but that’s mostly just been lethal arrow and poison injection causing desyncs. I did play one stamden who repeatedly burst me down quickly, but that player was really good, and it was also in my first game on the build when I had no impen gear, no defensive monster set (so my resistances were over 5k lower), and wasn’t using the resto ult. As I mentioned above, though, I think one could build in more survivability into this build without actually giving up a ton of damage.
Final Notes
This is a very long post, but I do have some thoughts on this for PVE as well. I don’t think the Magplar would be very good with it since the benefit of being able to gap close, stun, and set off balance with one ability doesn’t really matter in PVE. However, I think the MagDK would be quite good. You’d use a Maelstrom lightning staff, with an Undaunted Infiltrator staff on the back bar. You'd proc Undaunted Unweaver with Beast Trap--which is a great ability anyways and is on the Easy Sorc build too. This would be similar to the Easy Sorc build, but with fewer shock abilities to proc off balance, but Molten Armaments for a permanent 50% heavy attack damage bonus. That should equal more single-target damage against bosses than the Easy Sorc can achieve, and probably still more AOE damage against groups of trash mobs, especially if someone else is using lightning damage. I think it would be very strong.
I also note that the Easy Sorc build uses Infallible Mage. I've read that that set only affects the damage on the last tick of the lightning staff's damage. I don't have it to test, but I did watch Xynode's latest Easy Sorc video, and I believe he said that too. If so, I do wonder whether a build using Infallible Mage is outdamaged by a build with Undaunted Unweaver, despite Infallible Mage having better bonuses otherwise for DPS. If not, then, if you're able to get it, Infallible Mage would be optimal over Undaunted Unweaver, and this would basically become a DK version of the Easy Sorc. Either way, you could slot Mystic Orb instead of Daedric Tomb (which Xynode suggests as an alternative anyways), Eruption instead of Liquid Lightning, Volatile Armor instead of Boundless Storm, Inner Light instead of Bound Armaments, Dampen Magic instead of Hardened Ward, and Molten Armaments instead of Mage's Wrath. In other words, the skill setup would basically be the same except you slot Molten Armaments instead of the execute.
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Double Bow Interest
The best link I can find for Bow/Bow
https://forums.elderscrollsonline.com/en/discussion/381498/everything-needed-to-know-about-bow-bow-in-pve-dragonhold-update/p15
I really enjoy playing the underdog class, and mag warden has been my favorite for some time...but the double bow build really seems to take the cake. At least for me. Don’t worry, I’m enjoying the challenge!
I’ve got my character geared to the teeth. Well at least I thought it was wearing Relequen and Tsovkins, I got the warband bow that I was very excited for. Then I see Lokke is now the BiS.
Converted my StamSorc to double bow because it was my least played character and trying to create an interest in it.
I get to the point of hitting a little north of 30k 6mil dps and figured “this thing might be cool” So it’s time to go terrorize the group finder pugs with it! It’s a terror alright. I’m terrible with this character. How TF can I hit 32k on a dummy and suck this bad in dungeons?
You know these unsuspecting dungeon delvers we’re cringing the first snipe they heard go off. It’s every bit as bad and noticeable as a sorc whomping out daedric mines every 5 seconds.
I waited for it and sure enough here it comes. Your group members voted to kick you from the party. I don’t blame them. It was pretty bad. But why? How is it so bad? My ice warden hits 29k dps and wrecks stuff, blazing through content no problem. This double bow felt like it did 12k outside the dummy. Wtf. Maybe I possibly need to learn how to play it better? For now, I just left a lasting impression that most every double bow player I’ve ever seen is flipping terrible and I added to that statistic.
I have heard going with a necromancer or warden is better, but I’m trying to get some interest in this stam sorc, for me personally.
Rocking Relequen/Warband/Stormfist VMA backbar
Hail,Pi, SoulTrap : swap, lethal arrow bound armaments proc. Clan fear and atro ultimate
Sounds simple right. It is. It got what I generally consider good enough damage on a 6 mil dummy. Then I go to play it and it really bad. Why? Think I may have a Lokke bow lying around I can try hoping it may make some difference.
https://forums.elderscrollsonline.com/en/discussion/381498/everything-needed-to-know-about-bow-bow-in-pve-dragonhold-update/p15
I really enjoy playing the underdog class, and mag warden has been my favorite for some time...but the double bow build really seems to take the cake. At least for me. Don’t worry, I’m enjoying the challenge!
I’ve got my character geared to the teeth. Well at least I thought it was wearing Relequen and Tsovkins, I got the warband bow that I was very excited for. Then I see Lokke is now the BiS.
Converted my StamSorc to double bow because it was my least played character and trying to create an interest in it.
I get to the point of hitting a little north of 30k 6mil dps and figured “this thing might be cool” So it’s time to go terrorize the group finder pugs with it! It’s a terror alright. I’m terrible with this character. How TF can I hit 32k on a dummy and suck this bad in dungeons?
You know these unsuspecting dungeon delvers we’re cringing the first snipe they heard go off. It’s every bit as bad and noticeable as a sorc whomping out daedric mines every 5 seconds.
I waited for it and sure enough here it comes. Your group members voted to kick you from the party. I don’t blame them. It was pretty bad. But why? How is it so bad? My ice warden hits 29k dps and wrecks stuff, blazing through content no problem. This double bow felt like it did 12k outside the dummy. Wtf. Maybe I possibly need to learn how to play it better? For now, I just left a lasting impression that most every double bow player I’ve ever seen is flipping terrible and I added to that statistic.
I have heard going with a necromancer or warden is better, but I’m trying to get some interest in this stam sorc, for me personally.
Rocking Relequen/Warband/Stormfist VMA backbar
Hail,Pi, SoulTrap : swap, lethal arrow bound armaments proc. Clan fear and atro ultimate
Sounds simple right. It is. It got what I generally consider good enough damage on a 6 mil dummy. Then I go to play it and it really bad. Why? Think I may have a Lokke bow lying around I can try hoping it may make some difference.
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Are templars (especially magicka) overpowered in PvP in compare to another classes?
I create this poll to put some attention to the situation when class which is absolutly best support in game, who can indefinitely heal up himself whole group, provide resourses and most important buffs...also after Elsweyr launched - has best surviveability in game, best or one of the best sustain in game, very nice damage, fast cc charge (withh offbalance built in), fast range cc (spear), chiepest in game aoe burst ultimate (without casttime), resists and general tankiness (blocking and another passives, rituals), autodebuffing healing and damaging everyone "Living Darkness" and can't be debuffed because of Extended ritual...
If someone will want to call this "complaining", create please a table, where in one column u will write all strong sides of each class, in another one weak side...result will be interesting i garantee...I play on mag and stam templars and I'm bored and annoyed. Easy mode for me, especially at magplar last 3 patches. Battlegrounds show this very clear - 1 magicka templar completly changes the balance of whole match. But there are veryoften groups of 3 or 4 magplars at the same team. Premades gone and it's very nice... now time to take a look at class balance
If someone will want to call this "complaining", create please a table, where in one column u will write all strong sides of each class, in another one weak side...result will be interesting i garantee...I play on mag and stam templars and I'm bored and annoyed. Easy mode for me, especially at magplar last 3 patches. Battlegrounds show this very clear - 1 magicka templar completly changes the balance of whole match. But there are veryoften groups of 3 or 4 magplars at the same team. Premades gone and it's very nice... now time to take a look at class balance
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If ZOS removed Impenetrable from the game, which armor trait would you use the most in PvP?
Discuss.
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What is defined as "griefing" a player?
Trying to get information on how ZoS/Bethesda define griefing, if they even cover the matter.
Still searching through the TOS, but decided to see if I was re-inventing the wheel first and see if there was something actually out there I could refer to.
Thanks!
Still searching through the TOS, but decided to see if I was re-inventing the wheel first and see if there was something actually out there I could refer to.
Thanks!
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Eso goals: Have you achieved what goals you set yourself to achieve ingame?
Im curious to know what your goals were in the past that you did achieve and what new goals have you set for yourself now, going forwards.
Do you have goals that just seem out of reach, for reasons?
What would be the most satisfying achievement for you to get? It might even be an achievement you made up for yourself.
I'm not specifically talking about achievements set by zos that show up on our journal achievements( you can share those here too afcourse) but anything you are working towards .It could even be getting a specific piece of gear or saving a certain amount of gold or doing your first vma clear.
Thanks for your replies 😊😊😊
Thank you all for your awesome comments it made my day reading them all 😊😊😊
Do you have goals that just seem out of reach, for reasons?
What would be the most satisfying achievement for you to get? It might even be an achievement you made up for yourself.
I'm not specifically talking about achievements set by zos that show up on our journal achievements( you can share those here too afcourse) but anything you are working towards .It could even be getting a specific piece of gear or saving a certain amount of gold or doing your first vma clear.
Thanks for your replies 😊😊😊
Thank you all for your awesome comments it made my day reading them all 😊😊😊
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Since we're able to duel indoors/city/etc. Here's an idea
Well, we're able to duel basically where ever right and it's just an option right well here's an idea
How bout make an option/toggle in settings or whatever and make it to where you can enable OpenWorldPVP..?? what's bad about the idea? it's just a random thought idc if it was added or not. technically this is just a discussion post about the idea lol
How bout make an option/toggle in settings or whatever and make it to where you can enable OpenWorldPVP..?? what's bad about the idea? it's just a random thought idc if it was added or not. technically this is just a discussion post about the idea lol
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Tracking Daily Writ Reward Drop Rates & Refining Rates
So, I was beginning to track the rewards that were dropping for me from doing my writs daily. I do writs on 27 characters a day (36 of them now!!), so I felt like I would have enough data to over ride any "noise" that was in the data from random RNG. I was initially tracking it on a spreadsheet, when I began to talk to a friend who writs add-ons, at the possibility of creating an add-on to track the drops of each. This led me to be searching the ESOUI add-ons, and come to find out, that Dolgubon's Lazy Writ Crafter (BEST ADD-ON EVER FOR DOING WRITS!!!! Love you @Dolgubon ) has been tracking this information for me for a while now. I just had to parse it out of the output that it gives me in chat. So I took the data and plugged it into Google Sheets to come up with some data about the drop rates of the major rewards from doing crafting writs.
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI/
*Spreadsheet has data about the returns from several crafting professions
1. Refining - Drop rates of Gold, Purple, Blue, and Green improvement materials, along with prices to purchase raw materials at to "break even"
2. Writ Rewards - Summary of the percentages of drops for "big" drops from doing daily writs. Data is aggregate across all characters, some of whom have limited motif knowledge, some that were learning traits while data was collected
3. Requirement/Writ Profits - FOR MAX LEVEL WRITS ONLY - Rotation of writ requests, materials needed, as well as profit analysis based on my own recorded drop rates
4. Master Merchant - Prices of the relevant items needed either to do writs, or writ rewards, to evaluate profits/costs. Updated every few weeks or so when I remember.
5. Remainder of the tabs are just where I record my individual information that the other tabs pull from.
A couple of notes about the data:
* Alt account does not have access to Summerset, so there is no Jewelry Crafting data for it (Gained access with release of Elsweyr, so is leveling JC line)
* Jewelry drops were changed after the release of Summerset, to only include Chromium Grains (they initially included Terne, Iridium, and Zircon), so the drop rate is artificially low for Jewelry Chromium Grains
* This data stretches back approximately a year, pre-Summerset release, my main account was therefore leveling up Jewelry Crafting through the data collection, as well as researching traits in Jewelry, this will bring down the drop rates for Jewelry crafting.
* For a majority of the data collection, Jewelry Writs were done at 8 a day at level 5 (Platinum), and 7 a day at level 1 (Pewter), this will also bring down the Chromium grain collection (but not surveys, it appears)
* All crafters know the 9 basic racial styles, all 4 base game purple, as well as Hollowjack and Skinchanger motifs.
* 15 crafters are full 9-trait, 15 are full 8-trait, the last 6 are learning traits.
* All crafters know all traits for Alchemy (with the exception of Clam Gall and Powdered Mother of Pearl and Dragon Bile and Blood on some), and all stones for Enchanting translated (a few are missing Hakeijo)
* For provisioning, crafters are only learning the purple recipes that drop from doing provisioning writs as I accumulate them. They also all know the Psijic Ambrosia gold recipe, since I have gotten thousands of fragments for that as well. This is why the drop rate of provisioning is so low, since only 1 character knows all the purple/gold recipes. I have started doing Tier 2/3/4/5 provisioning writs to gain access to drops of other purple recipes, which will slowly be learned by characters.
*The alt account was created during this time frame, so all the leveling of the skill lines, as well as the trait research and motif learning was all done while they were doing writs, which is probably why the drop rates on the alt account are slightly lower than those on the main account. Other than surveys which seems to be pretty consistent across both accounts.
I'm just sharing this here so that people who are looking for information about drop rates have a place to find this. I'll plan on periodically updating the spreadsheet every couple of weeks as I collect more data from doing writs.
*It appears that surveys have an approximately 1/8 chance of dropping while doing a writ. This is consistent at all levels of writs.
*It appears that the drop rate for a gold improvement material is a little under 30% (will have to check more on Chromium, but the recent tracking seems to support a similar drop rate)
*Alchemy/Enchanting master writs drop the more commonly, probably due to the ease of getting the drop rate highest (at about 1/7, or 14%)
*Without most motifs, the drop rate for Blacksmithing/Woodworking/Clothing master writs appears to be around 1/15 or 6% (but going up to about 1/10, or 10% with some basic motif knowledge)
EDIT: ADDED on 3/9/19
Added another tab to the document to try and determine profit from doing writs on a daily basis. It looks like writs on a single character will net approximately a 467k profit per month.
By necessity, some things needed to be estimated while creating it.
I used MM numbers from PC/NA (I'm in 3 trade guilds in 3 different locations, all with more than 50 million a week in sales guild wide)
I used values calculated from the drop rate of the writs that I've been tracking.
Master writs were valued based on a voucher sell price of 650g/voucher.
UPDATED: 7/24/19
EDIT 8/11/19
With Scalebreaker's release on PC tomorrow 8/12, data has updated with the last of the writs that will be done for this patch.
*notes
1) Master writ drop rate seemed to go up, I believe this is due to the sheer number of motifs some of my characters learned during the anniversary event.
2) Provisioning rates were low. 6 new characters who knew virtually no recipes probably bought this down some.
3) Chromium rates are still artificially low for the overall (alt account only has 4 characters doing max level writs) it's at nearly 25% for the main account.
4) Survey rates might be off because of bugs early in Elsweyr.
5) Individual rates for accounts can be seen on other tabs at the end, just didn't want to clutter the initial pages.
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI/
*Spreadsheet has data about the returns from several crafting professions
1. Refining - Drop rates of Gold, Purple, Blue, and Green improvement materials, along with prices to purchase raw materials at to "break even"
2. Writ Rewards - Summary of the percentages of drops for "big" drops from doing daily writs. Data is aggregate across all characters, some of whom have limited motif knowledge, some that were learning traits while data was collected
3. Requirement/Writ Profits - FOR MAX LEVEL WRITS ONLY - Rotation of writ requests, materials needed, as well as profit analysis based on my own recorded drop rates
4. Master Merchant - Prices of the relevant items needed either to do writs, or writ rewards, to evaluate profits/costs. Updated every few weeks or so when I remember.
5. Remainder of the tabs are just where I record my individual information that the other tabs pull from.
A couple of notes about the data:
* Alt account does not have access to Summerset, so there is no Jewelry Crafting data for it (Gained access with release of Elsweyr, so is leveling JC line)
* Jewelry drops were changed after the release of Summerset, to only include Chromium Grains (they initially included Terne, Iridium, and Zircon), so the drop rate is artificially low for Jewelry Chromium Grains
* This data stretches back approximately a year, pre-Summerset release, my main account was therefore leveling up Jewelry Crafting through the data collection, as well as researching traits in Jewelry, this will bring down the drop rates for Jewelry crafting.
* For a majority of the data collection, Jewelry Writs were done at 8 a day at level 5 (Platinum), and 7 a day at level 1 (Pewter), this will also bring down the Chromium grain collection (but not surveys, it appears)
* All crafters know the 9 basic racial styles, all 4 base game purple, as well as Hollowjack and Skinchanger motifs.
* 15 crafters are full 9-trait, 15 are full 8-trait, the last 6 are learning traits.
* All crafters know all traits for Alchemy (with the exception of Clam Gall and Powdered Mother of Pearl and Dragon Bile and Blood on some), and all stones for Enchanting translated (a few are missing Hakeijo)
* For provisioning, crafters are only learning the purple recipes that drop from doing provisioning writs as I accumulate them. They also all know the Psijic Ambrosia gold recipe, since I have gotten thousands of fragments for that as well. This is why the drop rate of provisioning is so low, since only 1 character knows all the purple/gold recipes. I have started doing Tier 2/3/4/5 provisioning writs to gain access to drops of other purple recipes, which will slowly be learned by characters.
*The alt account was created during this time frame, so all the leveling of the skill lines, as well as the trait research and motif learning was all done while they were doing writs, which is probably why the drop rates on the alt account are slightly lower than those on the main account. Other than surveys which seems to be pretty consistent across both accounts.
I'm just sharing this here so that people who are looking for information about drop rates have a place to find this. I'll plan on periodically updating the spreadsheet every couple of weeks as I collect more data from doing writs.
*It appears that surveys have an approximately 1/8 chance of dropping while doing a writ. This is consistent at all levels of writs.
*It appears that the drop rate for a gold improvement material is a little under 30% (will have to check more on Chromium, but the recent tracking seems to support a similar drop rate)
*Alchemy/Enchanting master writs drop the more commonly, probably due to the ease of getting the drop rate highest (at about 1/7, or 14%)
*Without most motifs, the drop rate for Blacksmithing/Woodworking/Clothing master writs appears to be around 1/15 or 6% (but going up to about 1/10, or 10% with some basic motif knowledge)
EDIT: ADDED on 3/9/19
Added another tab to the document to try and determine profit from doing writs on a daily basis. It looks like writs on a single character will net approximately a 467k profit per month.
By necessity, some things needed to be estimated while creating it.
I used MM numbers from PC/NA (I'm in 3 trade guilds in 3 different locations, all with more than 50 million a week in sales guild wide)
I used values calculated from the drop rate of the writs that I've been tracking.
Master writs were valued based on a voucher sell price of 650g/voucher.
UPDATED: 7/24/19
EDIT 8/11/19
With Scalebreaker's release on PC tomorrow 8/12, data has updated with the last of the writs that will be done for this patch.
*notes
1) Master writ drop rate seemed to go up, I believe this is due to the sheer number of motifs some of my characters learned during the anniversary event.
2) Provisioning rates were low. 6 new characters who knew virtually no recipes probably bought this down some.
3) Chromium rates are still artificially low for the overall (alt account only has 4 characters doing max level writs) it's at nearly 25% for the main account.
4) Survey rates might be off because of bugs early in Elsweyr.
5) Individual rates for accounts can be seen on other tabs at the end, just didn't want to clutter the initial pages.
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1 Year of tracking writ drops and refining rates
1 year ago tomorrow, I started collecting data about the drop rates of the rewards from writs, as well as the results from refining materials to hopefully build a spreadsheet with some concrete, hard data to help determine what the drop rates are for those activities.
I shared those in this thread
https://forums.elderscrollsonline.com/en/discussion/459690/tracking-daily-writ-reward-drop-rates-refining-rates
And the data has been posted publicly here
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI
for all to see/use/etc.
Thanks to those that have asked questions, used the spreadsheet, I've refined it over the year, adding in things as they changed (grain drops from jewelry writs for example).
Just wanted to share some statistics from the year for what I've done.
Writs:
92,598 total writs on the year.
Gold Improvement Materials Received:
3,917 Tempering Alloy
3,977 Dreugh Wax
3,882 Kuta
3,961 Rosin
1,579 Chromium Grains (Alt account was leveled for much of the year, hence the lower amount, also did not have access to Summerset until Elsweyr launched)
These alone have an approximate value of 72,841,000 gold based on current MM prices on PC/NA
Master Writs Received:
2,035 Alchemy
1,214 Blacksmithing
1,143 Clothing
1,908 Enchanting
510 Provisioning
1,292 Woodworking
937 Jewelry
Drop rate varies quite a bit based on knowledge, but upper bound seems to be about 15% when all traits are learned in Alchemy/Enchanting.
Surveys Received
1,695 Alchemy
1,751 Blacksmithing
1,766 Clothing
1,673 Enchanting
1,740 Woodworking
1,179 Jewelry
Pretty consistent drop rate between 12.1% and 12.7% for these.
Since Jewelry Crafting Writs started
3,600 Jewelry Writs done
Received
Terne: 562 Grains; 9 Platings
Iridium: 1310 Grains; 10 Platings
Zircon: 1037 Grains; 8 Platings
Chromium: 861 Grains; 4 Platings
Refined Materials
1,069,480 total raw materials refined over the year.
Improvement materials Received
16,231 Green
13,423 Blue
7,850 Purple
5,252 Gold
These were pretty consistent as a whole with the expected (1.5%, 1.25%, 0.75% and 0.5% drop rate) (They were 1.52%, 1.26%, 0.73% and 0.49% respectively)
Hopefully this tracking has been useful for some of you.
Happy Holidays to all!
I shared those in this thread
https://forums.elderscrollsonline.com/en/discussion/459690/tracking-daily-writ-reward-drop-rates-refining-rates
And the data has been posted publicly here
https://docs.google.com/spreadsheets/d/1yQDUjYNQVsIFl0ktkbkSlfYPkzP6pgCOTMQ-qCuzfaI
for all to see/use/etc.
Thanks to those that have asked questions, used the spreadsheet, I've refined it over the year, adding in things as they changed (grain drops from jewelry writs for example).
Just wanted to share some statistics from the year for what I've done.
Writs:
92,598 total writs on the year.
Gold Improvement Materials Received:
3,917 Tempering Alloy
3,977 Dreugh Wax
3,882 Kuta
3,961 Rosin
1,579 Chromium Grains (Alt account was leveled for much of the year, hence the lower amount, also did not have access to Summerset until Elsweyr launched)
These alone have an approximate value of 72,841,000 gold based on current MM prices on PC/NA
Master Writs Received:
2,035 Alchemy
1,214 Blacksmithing
1,143 Clothing
1,908 Enchanting
510 Provisioning
1,292 Woodworking
937 Jewelry
Drop rate varies quite a bit based on knowledge, but upper bound seems to be about 15% when all traits are learned in Alchemy/Enchanting.
Surveys Received
1,695 Alchemy
1,751 Blacksmithing
1,766 Clothing
1,673 Enchanting
1,740 Woodworking
1,179 Jewelry
Pretty consistent drop rate between 12.1% and 12.7% for these.
Since Jewelry Crafting Writs started
3,600 Jewelry Writs done
Received
Terne: 562 Grains; 9 Platings
Iridium: 1310 Grains; 10 Platings
Zircon: 1037 Grains; 8 Platings
Chromium: 861 Grains; 4 Platings
Refined Materials
1,069,480 total raw materials refined over the year.
Improvement materials Received
16,231 Green
13,423 Blue
7,850 Purple
5,252 Gold
These were pretty consistent as a whole with the expected (1.5%, 1.25%, 0.75% and 0.5% drop rate) (They were 1.52%, 1.26%, 0.73% and 0.49% respectively)
Hopefully this tracking has been useful for some of you.
Happy Holidays to all!
↧
↧
Templars PvP - Detailed Guide, Suggestions, Advice, etc. - Elsweyr
*Updated for Elsweyr*
FYI, CAUTION AGAINST RUNNING VAMPIRE UNTIL FURTHER NOTICE. VULNERABILITY BASED DMG IS SUBTRACTING FROM YOUR PERCENTAGE BASED MITIGATION. SEE SECTION BELOW FOR MORE INFO
After seeing 100 threads asking for templar build ideas and questions about the class, I think it was time we updated Blabafat's old templar thread!
Here was his old intro from Thieves guild/IC for those that are curious:
And most of this write up was his. I am updating it and to include additional sets (along with links to other informational threads).
Templar Class Skill Lines
Aedric Spear
Dawn's Wrath
Restoring Light
Some other skills and ultimates I recommend.
Other skills
Other Ultimates
Gear and Traits Recommendation:(Magicka)
Gear
Traits:
Type of Armor
Weapons:
Additional Information
Champion Points
Consumables
Enchantments/Attribute Points
Mundus Stone
Races
Vulnerabilities and you:
From the guy that tests everything, it was found that "Minor Protection, Major Protection, Major Evasion, Minor Evasion, Vampire Mists, and probably other sources yet to be tested SUBTRACT from Vulnerability regardless of the sources of the Vulnerabilities." What this means is that, if your enemy against your templar vamplar had Engulfing Flames, Vampire Rank 4, Minor Vulnerability and Way of Martial Knowledge, these 4 would stack in a additive way, for a total of 53% extra damage taken. But so for example against Mist form, instead of being DMG*1.53*0.25=0.3825 as it is currently thought of occuring, its DMG*(1+(53-75)/100)=0.78. Which is obviously a HUGE difference.
All other sources of mitigation have yet to be tested but I was told that Armor does NOT work this way and is still multiplicative. And non of the ones after DMG shields are affected either, so block based mitigation is still multiplicative. There is a test of if you use other sources of mitigation together, how do they interact, cause for example, using Mist Form and Minor Protection has Mist form be Subtractive but Minor Protection is multiplicative. "This means, once there is no Vulnerability left then they are not adding into each other, but what decides what mitigation sources goes first? Those are things left to be tested as well as the giant pain in my ass that is CP." Doing the math, 15k attack is only 11700 under the new equation. The old is 5737, in the example above.
It will include things like sorc lighting status effects, ele weapon debuff, anything that basically deals its dmg as extra debuff. What it wont include is minor/major maim, which was determined to happen BEFORE all mitigation, so the value you get out of maim is always 15/30%. Crit resists happens before this as your target has to determine its crit before mitigation of any form happens. Keep an eye for the Dmg Mitigation Thread updated with this info soon.
Useful Links:
Defensive Set Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/383840/math-pvp-defensive-set-comparison-impreg-brass-pariah-riposte-more/p1
Dmg Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/p1
Templar Feedback Master Thread:
https://forums.elderscrollsonline.com/en/discussion/416459/class-rep-templar-feedback-thread/p1
Buff and Debuff List Thread:
https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-summerset/p1
Useful/Informative PVP Videos:
Hope this helps! And please add your thoughts to the thread (I will add some info since I missed ALOT).
FYI, CAUTION AGAINST RUNNING VAMPIRE UNTIL FURTHER NOTICE. VULNERABILITY BASED DMG IS SUBTRACTING FROM YOUR PERCENTAGE BASED MITIGATION. SEE SECTION BELOW FOR MORE INFO
After seeing 100 threads asking for templar build ideas and questions about the class, I think it was time we updated Blabafat's old templar thread!
Here was his old intro from Thieves guild/IC for those that are curious:
"Hello. My name is @blabafat. I am a Magicka based Templar, and I mainly solo/small group PvP. I have been playing Templar since last summer, and I am fairly aware of how they work(Magicka mainly).
The purpose of this post is to help Templars in PvP. I am going to give my thoughts and suggestions on Templars. Like I said earlier, I play a Magicka based Templar. So, this post will mainly focus on Magicka. I will cover Class skills, Armor skills, Gear sets, Traits, Champion Points, etc. This is not a build post.
The Morphs that are italicized are the ones that I would choose. If both are italicized, that means both morphs are great, and you should choose the one you like better. If none of the morphs are italicized, that means I wouldn't use the ability. If there is a stamina and magicka option, I will 100% italicize the magicka option, as it is the one I would use."
The purpose of this post is to help Templars in PvP. I am going to give my thoughts and suggestions on Templars. Like I said earlier, I play a Magicka based Templar. So, this post will mainly focus on Magicka. I will cover Class skills, Armor skills, Gear sets, Traits, Champion Points, etc. This is not a build post.
The Morphs that are italicized are the ones that I would choose. If both are italicized, that means both morphs are great, and you should choose the one you like better. If none of the morphs are italicized, that means I wouldn't use the ability. If there is a stamina and magicka option, I will 100% italicize the magicka option, as it is the one I would use."
And most of this write up was his. I am updating it and to include additional sets (along with links to other informational threads).
Templar Class Skill Lines
Aedric Spear
Ultimate: Radial Sweep - It costs very little, and the range is very shortnow matches jabs 8 meters!.
First morph: Empowering Sweep - This morph works well when you are surrounded by a lot of players. It allows you to be fairly tanky for a few seconds. I recommend this morph if you PvP in large groups. As of Murkmire, this ability scales with your highest stats and weapon crit/weapon penetration and grants Major Protection instead of the unique 15% with extra percents for each enemy hit. now grants empower and has extended duration on each enemy hit. Overall morph is see as being turned into a PVE morph
Second Morph: Crescent Sweep - The damage on this ability was buffed significantly, as of Murkmire this is the case again for magplar since it was changed back to mag. It's now a viable ultimate (at least on magic builds) if you have a decent amount of damage. It's definitely worth considering and testing. Just keep in mind, you have to be pretty close to your enemy (58 meters) and it can bug out sometimes. Also works in combination with total dark.
Class Skill: Puncturing Strikes - A couple of downsides to this ability are: You can be cced while using it; You have to aim it(Snares, roots really screw you over); It snares the closest enemy on the last hit, which is very useful, but is dogeable. It has an 8 meter range. You can really buff up this ability through the CP tree (Thaumaturge and Elemental Expert) to make it hit extremely hard.
First Morph: Biting Jabs - Morphing Puncturing Strikes to this morph scales it off of Stamina. It gives 2099 weapon crit for 8 seconds that you can block cancel to get. It hits for a lot of damage if you can pull all 4 attacks off. It also looks cooler![:) :)]()
Second Morph: Puncturing Sweeps - This is the Magicka morph. It heals you for 40% of the damage done. For Magicka Melee Templars, I strongly recommend this skill.
Class Skill: Piercing Javelin - This ability knocks back your enemy 5 meters. It provides cc immunity and can be reflected. It is useful when you're near Slaughterfish Water :P or on top of a high ledge. However, in open PvP, I do not recommend this skill for Magicka builds. The range was buffed, and it's extremely long. However, the short CC and lack of synergy with our melee dps (Jabs) causes it to be a skill that I won't put on my bar.
First Morph: Aurora Javelin - This morph deals increased damage, up to 40%, based on how far away you use it. The new effect is unnecessary, at least in my opinion, because this ability is mainly used for the knockback, not the damage. I still don't think that this ability is worth a slot on your bar in open world. The only place it is useful(that I've found) is in a 1v1 situation against a stamina melee build. They tend to be in your face, and getting some space with javelin is helpful. However, in open world, like a lot of Templar CC's, it's not useful for the CC. It's 1.8 seconds with a knockback of 8 meters. This feedback is still current as of murkmire/2019
Second Morph: Binding Javelin - This morph scales the ability off of Stamina. It also stuns the enemy for 3.5 seconds instead of knockback as of murkmire. It is only useable on stamina builds. Same feedback regarding this stun; open world leaves you wanting more out of it compared to cheaper/better options.
Class Skill: Focused Charge - This is a Class gap closer. It does not provide a stun(unmorphed). There is still a small delay after you use it, where you cannot cast any abilities. It's VERY clunky, and there are numerous bugs associated with it. If you land it on your enemy while he/she is casting, it stuns him/her for 3 seconds and breaks the cast.
First Morph: Explosive Charge - This morph still scales off of Magicka. The new effect is: It deals damage to all enemies within the area of the one targeted. I suggest this morph for Large Group PvP/Zerg Diving. It still does not break targets out of stealth, which is considered a bug by many templars.
Second Morph: Toppling Charge - This morph is also Magicka. It stuns the enemy for a couple seconds. I personally use this skill, despite the problems with it(that I listed earlier). Toppling Charge + Magicka Jabs+Solar Barrage+Crescent Sweep is a great combination.
Class Skill: Spear Shards - This is a great Group PvP skill. If your allies synergize it they gain back Stamina. It no longer stunsa nd the huge mobility in cyro these days overshadows the benefit of this ability. I took off the bold/italic preference for that reason, but it is still a decent ability if you want to have a passive ground AOE dot without running destro staff or are a healer looking to add damage/utility for the group.
First Morph: Luminous Shards - This morph is for healers since it gives back almost 4k mag/stam on whichever pool is higher, but only gives around 2k mag/stam on any pool that is LOWER. Huge Utility.
Second Morph: Blazing Spear - This morph provides a DoT on the target area, which can proc the Burning Light passive, and was buffed to provide ADDITIONAL dmg on each tick. It also gives back Stamina on synergy. Only useful if playing defensively around a single location, since it no longer stuns.
Class Skill: Sun Shield - This used to be "The" Templar ability. It is a damage shield that is based off of your max health. It also damages enemies within a 5 meter radius. Each enemy hit increases the shields strength by 4%. Either morph is viable. Use whatever you feel is better for your playstyle. However, the small damage shield does not make it a valuable skill to have on your bar. It does little damage if you don't have an absurd amount of health, and it requires you to sacrifice dps or stamina to make it stronger. I have still listed which one I would choose IF I were to use the skill.
First Morph: Radiant Ward - This is a very viable morph option, especially after Elswerye changes to shield mitigation. It costs 10% less, the 9% strength increase is for each enemy hit. It still deals huge damage on activation. This patch, I prefer this one because of the reduced cost. I don't run cost reduction, so the reduced cost makes a big impact. Obviously, if you are stacking cost reduction this might not be very useful. Not to mention, the damage on blazing shield and radiant ward can only get so high.
Second Morph: Blazing Shield- This morph does not deal damage based off of activation. It deals 50% of the damage it takes after the shield duration ends or after it blows up. This ability was nerfed in Murkmire by the shield resistance changes and also by the crit resistance impacting shields. It's dmg was hard nerfed AGAIN as well for no reason. Avoid this ability The DMG was hidden by a small cap bug in Murkmire. This was changed for Wrathstone, and I was seeing 4-5k crits in PVP with 25k health. Still a terrible shield and the dmg is still "eh".
First morph: Empowering Sweep - This morph works well when you are surrounded by a lot of players. It allows you to be fairly tanky for a few seconds. I recommend this morph if you PvP in large groups. As of Murkmire, this ability scales with your highest stats and weapon crit/weapon penetration and grants Major Protection instead of the unique 15% with extra percents for each enemy hit. now grants empower and has extended duration on each enemy hit. Overall morph is see as being turned into a PVE morph
Second Morph: Crescent Sweep - The damage on this ability was buffed significantly, as of Murkmire this is the case again for magplar since it was changed back to mag. It's now a viable ultimate (at least on magic builds) if you have a decent amount of damage. It's definitely worth considering and testing. Just keep in mind, you have to be pretty close to your enemy (58 meters) and it can bug out sometimes. Also works in combination with total dark.
Class Skill: Puncturing Strikes - A couple of downsides to this ability are: You can be cced while using it; You have to aim it(Snares, roots really screw you over); It snares the closest enemy on the last hit, which is very useful, but is dogeable. It has an 8 meter range. You can really buff up this ability through the CP tree (Thaumaturge and Elemental Expert) to make it hit extremely hard.
First Morph: Biting Jabs - Morphing Puncturing Strikes to this morph scales it off of Stamina. It gives 2099 weapon crit for 8 seconds that you can block cancel to get. It hits for a lot of damage if you can pull all 4 attacks off. It also looks cooler

Second Morph: Puncturing Sweeps - This is the Magicka morph. It heals you for 40% of the damage done. For Magicka Melee Templars, I strongly recommend this skill.
Class Skill: Piercing Javelin - This ability knocks back your enemy 5 meters. It provides cc immunity and can be reflected. It is useful when you're near Slaughterfish Water :P or on top of a high ledge. However, in open PvP, I do not recommend this skill for Magicka builds. The range was buffed, and it's extremely long. However, the short CC and lack of synergy with our melee dps (Jabs) causes it to be a skill that I won't put on my bar.
First Morph: Aurora Javelin - This morph deals increased damage, up to 40%, based on how far away you use it. The new effect is unnecessary, at least in my opinion, because this ability is mainly used for the knockback, not the damage. I still don't think that this ability is worth a slot on your bar in open world. The only place it is useful(that I've found) is in a 1v1 situation against a stamina melee build. They tend to be in your face, and getting some space with javelin is helpful. However, in open world, like a lot of Templar CC's, it's not useful for the CC. It's 1.8 seconds with a knockback of 8 meters. This feedback is still current as of murkmire/2019
Second Morph: Binding Javelin - This morph scales the ability off of Stamina. It also stuns the enemy for 3.5 seconds instead of knockback as of murkmire. It is only useable on stamina builds. Same feedback regarding this stun; open world leaves you wanting more out of it compared to cheaper/better options.
Class Skill: Focused Charge - This is a Class gap closer. It does not provide a stun(unmorphed). There is still a small delay after you use it, where you cannot cast any abilities. It's VERY clunky, and there are numerous bugs associated with it. If you land it on your enemy while he/she is casting, it stuns him/her for 3 seconds and breaks the cast.
First Morph: Explosive Charge - This morph still scales off of Magicka. The new effect is: It deals damage to all enemies within the area of the one targeted. I suggest this morph for Large Group PvP/Zerg Diving. It still does not break targets out of stealth, which is considered a bug by many templars.
Second Morph: Toppling Charge - This morph is also Magicka. It stuns the enemy for a couple seconds. I personally use this skill, despite the problems with it(that I listed earlier). Toppling Charge + Magicka Jabs+Solar Barrage+Crescent Sweep is a great combination.
Class Skill: Spear Shards - This is a great Group PvP skill. If your allies synergize it they gain back Stamina. It no longer stunsa nd the huge mobility in cyro these days overshadows the benefit of this ability. I took off the bold/italic preference for that reason, but it is still a decent ability if you want to have a passive ground AOE dot without running destro staff or are a healer looking to add damage/utility for the group.
First Morph: Luminous Shards - This morph is for healers since it gives back almost 4k mag/stam on whichever pool is higher, but only gives around 2k mag/stam on any pool that is LOWER. Huge Utility.
Second Morph: Blazing Spear - This morph provides a DoT on the target area, which can proc the Burning Light passive, and was buffed to provide ADDITIONAL dmg on each tick. It also gives back Stamina on synergy. Only useful if playing defensively around a single location, since it no longer stuns.
Class Skill: Sun Shield - This used to be "The" Templar ability. It is a damage shield that is based off of your max health. It also damages enemies within a 5 meter radius. Each enemy hit increases the shields strength by 4%. Either morph is viable. Use whatever you feel is better for your playstyle. However, the small damage shield does not make it a valuable skill to have on your bar. It does little damage if you don't have an absurd amount of health, and it requires you to sacrifice dps or stamina to make it stronger. I have still listed which one I would choose IF I were to use the skill.
First Morph: Radiant Ward - This is a very viable morph option, especially after Elswerye changes to shield mitigation. It costs 10% less, the 9% strength increase is for each enemy hit. It still deals huge damage on activation. This patch, I prefer this one because of the reduced cost. I don't run cost reduction, so the reduced cost makes a big impact. Obviously, if you are stacking cost reduction this might not be very useful. Not to mention, the damage on blazing shield and radiant ward can only get so high.
Second Morph: Blazing Shield- This morph does not deal damage based off of activation. It deals 50% of the damage it takes after the shield duration ends or after it blows up. This ability was nerfed in Murkmire by the shield resistance changes and also by the crit resistance impacting shields. It's dmg was hard nerfed AGAIN as well for no reason. Avoid this ability The DMG was hidden by a small cap bug in Murkmire. This was changed for Wrathstone, and I was seeing 4-5k crits in PVP with 25k health. Still a terrible shield and the dmg is still "eh".
Dawn's Wrath
Ultimate: Nova - This is Templar's best group ultimate, but efficiency reduced due to a highly mobile game. It reduces the damage enemies do, and it has a DoT. The cost isn't too bad. I recommend this skill for Group Play. It isn't too useful in Solo PvP situations. The synergy dishes out a ton of damage.
First Morph: Solar Prison - I advise this morph for Group Play. The synergy is a lot more powerful. It deals more damage and stuns for longer.
Second Morph: Solar Disturbance - This morph provides a persistent major maim to every enemy inside its target area. All enemies leaving the circle will have 4 seconds of additional Major Maim. It is also the only form of major maim present and major/minor maim calculates before your main mitigation begins, so that is something to keep in mind.
Class Skill: Sun fire - This is a instant cast DoT with initial direct damage. It is reflectable and spell crit buff is "bugged" where it will not apply if your target dodge rolls the initial hit. I don't use this skill for those reasons but other templars use it for the damage and snare.
First Morph: Vampires Bane - I highly recommend this morph for 1v1, if you really want to use this ability, because it increases the damage and has a higher duration on the crit buff. If it hits, the crit will be the longest duration of all the morphs but will drop off if your target dies/loses the dot.
Second Morph: Reflective Light - This morph spits out 3 projectiles around your inital target. The AOE can be useful for snaring additional targets however you trade it for a lower crit buff/dmg duration. Both highly useful, but watch out for DK wings!
Class Skill: Solar Flare - This is a great skill because it deals a lot of damage but was changed so that empower only impacts your next light attack. It has a cast time, so you have to be careful while using it. If you land one with another skill right after, it can hit like a truck.
First Morph: Dark Flare - This morph has the same effect as the unmorphed version along with a Major Defile debuff, which reduces your enemy's(And the enemies near him/her) heals by 30%. In PvP, this is a great skill for small group play. In solo, you are the main target, so even if your opponents don't know that it's interruptible, you are still likely to get hit by bashes/poison injections/crushing shock/etc. In small group play, it is VERY beneficial. If you are DPSING an opponent, and your group mate is casting dark flares, not only can it crit for a lot of damage (7K plus), but the healing debuff allows you to out DPS your opponent's heals, especially if it's a Templar you are fighting. For solo, if you can stretch out targets for 1v1/1v2 situations, the ability works great with Total Dark and follow up with jabs/dots/ultimate
Second Morph: Solar Barrage - I do not suggest this morph. It doesn't deal enough damage, and costs more than Puncturing Sweeps, while Sweeps can do just as much damage in 1 or 2 hits. It was nerfed more after Blab's original writing but the cast time was removed and provides empower for 6-8 seconds which do not need to hit a target in order for you to receive the empowers! Skill was buffed and now performs equal if not better to shards/elemental blockade! If you use a staff front bar, use this ability for outnumbered fights!
Class Skill: Backlash - This is a great skill. It basically adds free damage, considering how low it costs. The more damage you deal to your enemy while it is active, the more he/she will take.
First Morph: Purifying Light - This is the Magicka Morph. It creates a small AOE heal on the ground. The new effect isn't too important, however it can be a little useful at times, especially when you need some healing during offense. For Magicka builds, this morph is the way to go.
Second Morph: Power of the Light - This is the Stamina morph. It basically does the same thing along with a small armor debuff. For Stamina builds, this is the morph to choose.
Class Skill: Eclipse - This skill is very useful against any build, but has some significant limitations (and only for magplar since it scales off mag stats). It no longer reflects all single target spells back at the opponent, instead each time your target hits your with a direct damage attack, it will heal you while also damaging your enemy. A few downsides are: If the opponent has cc immunity, you can't cast it on him/her, your opponent can cc break it, and doesnt work like a typical CC.
First Morph: Total Dark - I like this morph because the heals are just too good to pass up. Every direct damage attack that hits your from the bubbled target, heals you for a decent amount. If you cast it on a target that isn't paying attention, you will constantly be healed until the effect ends. This is the morph I recommend choosing, since both the heal and damage can crit/scale off your penetration.
Second Morph: Unstable Core - This morph deals the same redirect damage and burst damage when the effect ends. The burst damage was changed to also be completely unavoidable, block/dodge roll targets will feel the damage and the bubble is identical to total dark so some people don't expect the AOE dmg at the end. Most templars pick total dark because the heal outweighs the AOE damage. But the AOE burst DMG will go through CC immunity! So there is use for Unstable Core, and is the morph I am currently using (but I swap between the two ALOT). DO NOT SELECT Enduring Rays passives as the extra 2 seconds will not do anything except let the enemy know they have a bubble on them and potentially might make you miss out timing the burst with purfying light. Unless you want more time in between burst, then pick up enduring rays.
Class Skill: Radiant Destruction - It's a ranged execute that deals a ton of damage when your enemy is below 50%. The range, damage, and the fact that it cannot be dodged make it very powerful. It is extremely useful for finishing off players - especially stamina builds. Yet, it can be very dangerous for the caster if he/she isn't paying attention. It still has a long cast time which leave you open to being interrupted. If you are out of Stamina, that interrupt will likely be the cause of your death. You just have to be careful when using it, and make sure that you have somewhat of a distance (Unless your enemy is a potato because potatoes can't bash).
First Morph: Radiant Glory - This is the morph to go with. The extra heal will give you full benefit.
Second Morph: Radiant Oppression - This morph is no longer recommended. The dmg dealth based on your max mag pool NEVER sees the full tooltip due to the fact the dmg boost is calculated after casting the ability. You will almost always see less damage on every cast due to the morrowind sustain changes but radiant glory's heal will help offset setbacks on this being a channel ability
First Morph: Solar Prison - I advise this morph for Group Play. The synergy is a lot more powerful. It deals more damage and stuns for longer.
Second Morph: Solar Disturbance - This morph provides a persistent major maim to every enemy inside its target area. All enemies leaving the circle will have 4 seconds of additional Major Maim. It is also the only form of major maim present and major/minor maim calculates before your main mitigation begins, so that is something to keep in mind.
Class Skill: Sun fire - This is a instant cast DoT with initial direct damage. It is reflectable and spell crit buff is "bugged" where it will not apply if your target dodge rolls the initial hit. I don't use this skill for those reasons but other templars use it for the damage and snare.
First Morph: Vampires Bane - I highly recommend this morph for 1v1, if you really want to use this ability, because it increases the damage and has a higher duration on the crit buff. If it hits, the crit will be the longest duration of all the morphs but will drop off if your target dies/loses the dot.
Second Morph: Reflective Light - This morph spits out 3 projectiles around your inital target. The AOE can be useful for snaring additional targets however you trade it for a lower crit buff/dmg duration. Both highly useful, but watch out for DK wings!
Class Skill: Solar Flare - This is a great skill because it deals a lot of damage but was changed so that empower only impacts your next light attack. It has a cast time, so you have to be careful while using it. If you land one with another skill right after, it can hit like a truck.
First Morph: Dark Flare - This morph has the same effect as the unmorphed version along with a Major Defile debuff, which reduces your enemy's(And the enemies near him/her) heals by 30%. In PvP, this is a great skill for small group play. In solo, you are the main target, so even if your opponents don't know that it's interruptible, you are still likely to get hit by bashes/poison injections/crushing shock/etc. In small group play, it is VERY beneficial. If you are DPSING an opponent, and your group mate is casting dark flares, not only can it crit for a lot of damage (7K plus), but the healing debuff allows you to out DPS your opponent's heals, especially if it's a Templar you are fighting. For solo, if you can stretch out targets for 1v1/1v2 situations, the ability works great with Total Dark and follow up with jabs/dots/ultimate
Second Morph: Solar Barrage - I do not suggest this morph. It doesn't deal enough damage, and costs more than Puncturing Sweeps, while Sweeps can do just as much damage in 1 or 2 hits. It was nerfed more after Blab's original writing but the cast time was removed and provides empower for 6-8 seconds which do not need to hit a target in order for you to receive the empowers! Skill was buffed and now performs equal if not better to shards/elemental blockade! If you use a staff front bar, use this ability for outnumbered fights!
Class Skill: Backlash - This is a great skill. It basically adds free damage, considering how low it costs. The more damage you deal to your enemy while it is active, the more he/she will take.
First Morph: Purifying Light - This is the Magicka Morph. It creates a small AOE heal on the ground. The new effect isn't too important, however it can be a little useful at times, especially when you need some healing during offense. For Magicka builds, this morph is the way to go.
Second Morph: Power of the Light - This is the Stamina morph. It basically does the same thing along with a small armor debuff. For Stamina builds, this is the morph to choose.
Class Skill: Eclipse - This skill is very useful against any build, but has some significant limitations (and only for magplar since it scales off mag stats). It no longer reflects all single target spells back at the opponent, instead each time your target hits your with a direct damage attack, it will heal you while also damaging your enemy. A few downsides are: If the opponent has cc immunity, you can't cast it on him/her, your opponent can cc break it, and doesnt work like a typical CC.
First Morph: Total Dark - I like this morph because the heals are just too good to pass up. Every direct damage attack that hits your from the bubbled target, heals you for a decent amount. If you cast it on a target that isn't paying attention, you will constantly be healed until the effect ends. This is the morph I recommend choosing, since both the heal and damage can crit/scale off your penetration.
Second Morph: Unstable Core - This morph deals the same redirect damage and burst damage when the effect ends. The burst damage was changed to also be completely unavoidable, block/dodge roll targets will feel the damage and the bubble is identical to total dark so some people don't expect the AOE dmg at the end. Most templars pick total dark because the heal outweighs the AOE damage. But the AOE burst DMG will go through CC immunity! So there is use for Unstable Core, and is the morph I am currently using (but I swap between the two ALOT). DO NOT SELECT Enduring Rays passives as the extra 2 seconds will not do anything except let the enemy know they have a bubble on them and potentially might make you miss out timing the burst with purfying light. Unless you want more time in between burst, then pick up enduring rays.
Class Skill: Radiant Destruction - It's a ranged execute that deals a ton of damage when your enemy is below 50%. The range, damage, and the fact that it cannot be dodged make it very powerful. It is extremely useful for finishing off players - especially stamina builds. Yet, it can be very dangerous for the caster if he/she isn't paying attention. It still has a long cast time which leave you open to being interrupted. If you are out of Stamina, that interrupt will likely be the cause of your death. You just have to be careful when using it, and make sure that you have somewhat of a distance (Unless your enemy is a potato because potatoes can't bash).
First Morph: Radiant Glory - This is the morph to go with. The extra heal will give you full benefit.
Second Morph: Radiant Oppression - This morph is no longer recommended. The dmg dealth based on your max mag pool NEVER sees the full tooltip due to the fact the dmg boost is calculated after casting the ability. You will almost always see less damage on every cast due to the morrowind sustain changes but radiant glory's heal will help offset setbacks on this being a channel ability
Restoring Light
Ultimate: Rite of Passage - This ultimate isn't the best for PvP. I recommend it for PvE mostly. One of the morphs can come in handy, however, I would take Nova over it any day. Stamplars use this ability however since they have no other heals to make use of passives, and need the "burst" heal at times.
First Morph: Remembrancr- I prefer this morph because the 30% damage mitigation really makes your heals more useful. It's like a mini nova. The 30% damage mitigation is useful when you are taking a lot of damage. You pop it, you take less damage and get tons of heals. For PvP, this is the morph to choose. The major protection buff can also persist after casting it too.
Second Morph: Practiced Incantation- This morph can be viable too, I just don't use it. The extra couple seconds can be useful for healing dungeons. However, for PvP, I do not recommend this morph.
Class Skill: Rushed Ceremony - This is "The" Templar Heal. It doesn't cost TOO much and is very efficient. I definitely recommend using this skill as a Magicka build, no doubt about it. It was nerfed, and the Honor the Dead morph only heals one person, while the Breath of Life morph only heals 2 people. Cast at low health to make use of your mending passive.
First Morph: Honor the Dead - This morph gives you Magicka back. However, it only heals 1 person. That 1 person isn't always you. If you solo, this is a great morph to run.
Second Morph: Breath of Life - This morph is better for Open World PvP. It heals 2 people, so you don't have to recast it over and over trying to heal a certain person. The base cost is the same. I recommend using this morph. If you are using the other morph and are attempting to heal yourself, you might need to cast it multiple times because it only heals one person (not always you). In the end, it's possible that you used up more magicka than you got back. It was also changed before Murkmire where the secondary heal was reduced to a small amount. Some templars consider Honor the dead the superior morph for this reason.
Class Skill: Healing Ritual- Since blab's writing, this ability because instant cast but with some drawbacks. HUGE cost (6k with breton in light armor) and same tooltip heal as BOL. It is your AOE burst heal. For solo play, this is not a heal to run. But for healers it has a few uses.
First Morph: Ritual of Rebirth - This morph heals an ally outside the circle for around 6k. Useful to hitting an ally that pugs out. I would not use this morph however, due to the cost, but it will heal 6 targets for a BOL heal that is boosted by your mending passive (and grants those targets ultimate).
Second Morph: Hasty Prayer - This is the better group morph. It grants Minor Expedition for 6 targets, and with the speed nerfs of Murkmire, that minor buff can be useful for small man groups. But there might be better heals.
Class Skill: Restoring Aura - This is an interesting skill for sustain. Un Morphed version and First Morph only differ in range. When you activate it though, it gives boring minor mag steal but is AOE cast and more group oriented. While slotted, you get 10% Stamina, Magicka, and Health regen (all morphs).
First Morph: Radiant Aura - Can be useless if you are running elemental drain from destro weapon line, as the debuff mag steal is identical. But this ability doesnt require a weapon and hits all targets around you with minor mag steal helping all allies that aren't focusing your specific target. Tank oriented morph, in my opinion for PVP. But cost is TOO high for the effect and bar space taken up.
Second Morph: Repentance - I like this morph better because it's an instant health + stamina return. I don't need to recast it every so many seconds. It costs nothing and they fixed it so all templars can cast this ability on dead targets. Only grants stam for you however so it is still selfish, but a free heal.
Class Skill: Cleansing Ritual - Hands down, one of Templar's best abilities. It's Efficient Purge on crack. It has an aoe heal, it purifies negative effects, and allies can synergize it to purify ALL of their negative effects and get a small heal. It was nerfed in that it no longer purges projectiles and it's cost increased.
First Morph: Extended Ritual - This morph is superior to the other. Once it is maxed out, it purifies up to 5 negative effects. I STRONGLY recommend this skill to Stamina and Magicka builds.
Second Morph: Ritual of Retribution - This morph makes the ability last longer, but adds a heal over time with damage every 2 seconds. I do not recommend this morph. The other morph just completely outweighs the additional time that comes with this one, especially since you only get 2 debuff removal. But it is useful for templars that do not mind only cleansing 2 debuffs but are looking to add passive damage and want the stronger heal of time.
Class Skill: Rune Focus - This is a great skill. It provides 5K extra armor and spell resist, and costs very little. If you have room on your bar, I high recommend this skill. Since Blabs' writing, the skill was changed so that both morphs give you 18 seconds of armor and resources! You must place this ability on your bars!
First Morph: Channeled Focus - This morph essentially boosts your Magicka regen by 240 mag every 1 second. That is a very large amount. Since it costs so little, you gain magicka by using it. I suggest this skill for Magicka builds. The sustain it adds is very significant and allows you to drop some of your regen to push more damage.
Second Morph: Restoring Focus - Same ability as channeled focus, but cost stam to cast and gives 240 stamina every 1 second. GREAT for stamplars for the same reasons mentioned above, but also useful for magplars looking to add stamina sustain.
First Morph: Remembrancr- I prefer this morph because the 30% damage mitigation really makes your heals more useful. It's like a mini nova. The 30% damage mitigation is useful when you are taking a lot of damage. You pop it, you take less damage and get tons of heals. For PvP, this is the morph to choose. The major protection buff can also persist after casting it too.
Second Morph: Practiced Incantation- This morph can be viable too, I just don't use it. The extra couple seconds can be useful for healing dungeons. However, for PvP, I do not recommend this morph.
Class Skill: Rushed Ceremony - This is "The" Templar Heal. It doesn't cost TOO much and is very efficient. I definitely recommend using this skill as a Magicka build, no doubt about it. It was nerfed, and the Honor the Dead morph only heals one person, while the Breath of Life morph only heals 2 people. Cast at low health to make use of your mending passive.
First Morph: Honor the Dead - This morph gives you Magicka back. However, it only heals 1 person. That 1 person isn't always you. If you solo, this is a great morph to run.
Second Morph: Breath of Life - This morph is better for Open World PvP. It heals 2 people, so you don't have to recast it over and over trying to heal a certain person. The base cost is the same. I recommend using this morph. If you are using the other morph and are attempting to heal yourself, you might need to cast it multiple times because it only heals one person (not always you). In the end, it's possible that you used up more magicka than you got back. It was also changed before Murkmire where the secondary heal was reduced to a small amount. Some templars consider Honor the dead the superior morph for this reason.
Class Skill: Healing Ritual- Since blab's writing, this ability because instant cast but with some drawbacks. HUGE cost (6k with breton in light armor) and same tooltip heal as BOL. It is your AOE burst heal. For solo play, this is not a heal to run. But for healers it has a few uses.
First Morph: Ritual of Rebirth - This morph heals an ally outside the circle for around 6k. Useful to hitting an ally that pugs out. I would not use this morph however, due to the cost, but it will heal 6 targets for a BOL heal that is boosted by your mending passive (and grants those targets ultimate).
Second Morph: Hasty Prayer - This is the better group morph. It grants Minor Expedition for 6 targets, and with the speed nerfs of Murkmire, that minor buff can be useful for small man groups. But there might be better heals.
Class Skill: Restoring Aura - This is an interesting skill for sustain. Un Morphed version and First Morph only differ in range. When you activate it though, it gives boring minor mag steal but is AOE cast and more group oriented. While slotted, you get 10% Stamina, Magicka, and Health regen (all morphs).
First Morph: Radiant Aura - Can be useless if you are running elemental drain from destro weapon line, as the debuff mag steal is identical. But this ability doesnt require a weapon and hits all targets around you with minor mag steal helping all allies that aren't focusing your specific target. Tank oriented morph, in my opinion for PVP. But cost is TOO high for the effect and bar space taken up.
Second Morph: Repentance - I like this morph better because it's an instant health + stamina return. I don't need to recast it every so many seconds. It costs nothing and they fixed it so all templars can cast this ability on dead targets. Only grants stam for you however so it is still selfish, but a free heal.
Class Skill: Cleansing Ritual - Hands down, one of Templar's best abilities. It's Efficient Purge on crack. It has an aoe heal, it purifies negative effects, and allies can synergize it to purify ALL of their negative effects and get a small heal. It was nerfed in that it no longer purges projectiles and it's cost increased.
First Morph: Extended Ritual - This morph is superior to the other. Once it is maxed out, it purifies up to 5 negative effects. I STRONGLY recommend this skill to Stamina and Magicka builds.
Second Morph: Ritual of Retribution - This morph makes the ability last longer, but adds a heal over time with damage every 2 seconds. I do not recommend this morph. The other morph just completely outweighs the additional time that comes with this one, especially since you only get 2 debuff removal. But it is useful for templars that do not mind only cleansing 2 debuffs but are looking to add passive damage and want the stronger heal of time.
Class Skill: Rune Focus - This is a great skill. It provides 5K extra armor and spell resist, and costs very little. If you have room on your bar, I high recommend this skill. Since Blabs' writing, the skill was changed so that both morphs give you 18 seconds of armor and resources! You must place this ability on your bars!
First Morph: Channeled Focus - This morph essentially boosts your Magicka regen by 240 mag every 1 second. That is a very large amount. Since it costs so little, you gain magicka by using it. I suggest this skill for Magicka builds. The sustain it adds is very significant and allows you to drop some of your regen to push more damage.
Second Morph: Restoring Focus - Same ability as channeled focus, but cost stam to cast and gives 240 stamina every 1 second. GREAT for stamplars for the same reasons mentioned above, but also useful for magplars looking to add stamina sustain.
Some other skills and ultimates I recommend.
Other skills
Defensive Posture - One hand/Shield
Spell Wall - One Hand/shield
Magicka Detonation - Alliance War: Assault (not as powerful as it once was, but useful for group play!)
Annulment - Light Armor (magplar running 5piece light only)
Evasion - Medium Armor (stamplar running 5pc medium only)
Rapid Regen - Restoration Staff
Ward Ally - Restoration Staff (healing ward nerfed since murkmire)
Deep Thoughts - Psijic Order (huge sustain with free cost, but is stationary. Gives you major protection buff through passives!)
Time Freeze - Psijic Order (AOE snare and AOE Stun! Costs less than Templar's javelin lol) nerfed in WS. Avoid unless you are a support build that can spam it.
Symbiosis - Psijic Order (Turns your light/heavy attacks into heals. VERY useful for healers!)
Elemental Weapon - Psijic Order (gives you extra damage that procs from your light attack. Also gives you a 100% chance to proc a status effect, but it is randomized between burning/concussed/chilled. Very useful if you don't want to use either jabs/crushing shock for your spamable). Stamina morph VERY useful for stamplar for the same reasons, but also gives a heal similar to puncturing sweeps.
Elemental Drain - provides major breach for the templar, that lacks it. Plus gives 300 mag per second while you damage a target with this ability on. Just remember to stagger your dots so each 2 second tick procs this ability on cooldown (otherwise you will only see 300 mag every 2 seconds). Free cost+heavy attack can mean the difference in a fight.
Elusive Mist - Vampire (Best mobility tool for templar currently, at least after the speed nerf changes in Murkmire. It clears ALL snares/imobilzes in one cast, gives 75% dmg mitigation, gives major expedition for 4-5 seconds but you trade ability to receive heals and mag regen is shut down.)
Entropy - Mages Guild
Stampede - 2 Handed
Invasion - One hand/Shield
Spell Wall - One Hand/shield
Magicka Detonation - Alliance War: Assault (not as powerful as it once was, but useful for group play!)
Annulment - Light Armor (magplar running 5piece light only)
Evasion - Medium Armor (stamplar running 5pc medium only)
Rapid Regen - Restoration Staff
Ward Ally - Restoration Staff (healing ward nerfed since murkmire)
Deep Thoughts - Psijic Order (huge sustain with free cost, but is stationary. Gives you major protection buff through passives!)
Time Freeze - Psijic Order (AOE snare and AOE Stun! Costs less than Templar's javelin lol) nerfed in WS. Avoid unless you are a support build that can spam it.
Symbiosis - Psijic Order (Turns your light/heavy attacks into heals. VERY useful for healers!)
Elemental Weapon - Psijic Order (gives you extra damage that procs from your light attack. Also gives you a 100% chance to proc a status effect, but it is randomized between burning/concussed/chilled. Very useful if you don't want to use either jabs/crushing shock for your spamable). Stamina morph VERY useful for stamplar for the same reasons, but also gives a heal similar to puncturing sweeps.
Elemental Drain - provides major breach for the templar, that lacks it. Plus gives 300 mag per second while you damage a target with this ability on. Just remember to stagger your dots so each 2 second tick procs this ability on cooldown (otherwise you will only see 300 mag every 2 seconds). Free cost+heavy attack can mean the difference in a fight.
Elusive Mist - Vampire (Best mobility tool for templar currently, at least after the speed nerf changes in Murkmire. It clears ALL snares/imobilzes in one cast, gives 75% dmg mitigation, gives major expedition for 4-5 seconds but you trade ability to receive heals and mag regen is shut down.)
Entropy - Mages Guild
Stampede - 2 Handed
Invasion - One hand/Shield
Other Ultimates
Meteor - Mages Guild
Dawnbreaker - Fighter's Guild
Barrier - Alliance War: Support
Beserker's Rage - Two Hand (either magplar or stamplar running 2h weapon)
Life Giver/Lights Champion (life giver only on par with lights champion, if you have combat prayer selected. Life giver autocasts 3 abilities and combat prayer will give you 8 seconds of super rare 8% dmg buff)
Batswarm - Vampire (If you are vampire, it offsets the low health regen from the passives)
Temporal Guard - Psijic Order (New escape ultimate since SUmmerset and provides you with minor protection buff for your as long as you are on that bar. Resets fights you could lose because it fills up your health bar to what it was 4 seconds ago. Costs as much as dawnbreaker/resto ultimate for templar so you don't have to worry about having enough ultimate points)
Dawnbreaker - Fighter's Guild
Barrier - Alliance War: Support
Beserker's Rage - Two Hand (either magplar or stamplar running 2h weapon)
Life Giver/Lights Champion (life giver only on par with lights champion, if you have combat prayer selected. Life giver autocasts 3 abilities and combat prayer will give you 8 seconds of super rare 8% dmg buff)
Batswarm - Vampire (If you are vampire, it offsets the low health regen from the passives)
Temporal Guard - Psijic Order (New escape ultimate since SUmmerset and provides you with minor protection buff for your as long as you are on that bar. Resets fights you could lose because it fills up your health bar to what it was 4 seconds ago. Costs as much as dawnbreaker/resto ultimate for templar so you don't have to worry about having enough ultimate points)
Gear and Traits Recommendation:(Magicka)
Gear
All of these sets I have tried and like.
Magplar:
Main Set:
Bright-Throats Boast - copy version of bone pirate but with mag stats. Work with spring loaded infusion drink to give you decent health/stam pools!
Magnus(2/3/4/5 bonuses are all good) s]need to test if this is still good, but more sets came out since this original writing[/s][b]tested and works well. has better stat stacking than shackle running witch/clockwork citrus, if using tri-food[/b
Seducer(2/3/4/5 bonuses are all good for heavy armor templars)
Torug's Pact(buffs to enchants and other light attack changes makes torugs a strong set)
Kagrenacs Hope(All bonuses are good. Better version of Magnus unless you want the chance to negate the cost of a spell). [great for healers but considered an "old" set]
Willows Path(All bonuses are good. Provides really high regens. Downside is - no max stat or spell damage increase. Works on drinks now! but still weak for the downsides present)
Julianos(PvE mainly. Gives a lot of spell damage but no regen)
Shacklebreaker - mix mag/stam stats with a WD/SD bonus. Best all around base stat set
Cyrodiil's Light - mix sustain/defense/damage set if you use jabs/dark flare/meditate/soul assult/rememberance/any other cast time+channel. Max mag+SD means the set is nice stats enough to use as a base set!
Craft Alfiq - mag version of haulking.
Secondary Set:
Willpower(HIGHLY RECOMMENDED FOR FRONT BAR)
Spell Power Cure - Mainly for PvE. It gives a lot of spell damage and max magicka.
Arch Mage - 2/3/4pc is like Magnus, however it's in a different order. 3PC bonus is very powerful - Recovery, spell damage
Vicious Death(2/3/4/5) (group/bombplars only)
Transmutation(2/3/4/5)
Maelstrom Restoration Staff
Perfect Blackrose Destro staff. The spell penetration is better dmg than willpower!
Lich - Great sustain and can be backbarred. Might not need that much sustain, but you could use restoring rune instead of channeled focus.
Spinners - penetration works on shields! So good set for all around damage dealing with two set bonuses dedicated to max mag.
Overwelming Surge - AOE procs lighting dmg which can proc minor vulnerability status effect. Pulls nightblades out of stealth, and is considered a really strong 1v1 set.
Amberplasm - Similar to shacklebreaker but dedicated to regen. Best all around base regen set (sometimes combined with shacklebreaker or bright troat for massive stats)
Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.
Aurodan - Dropped set in Wrathstone, same as overhelming surge, except an AOE frontal cone and one set bonus set for penetration! (PLAYERS REPORTED THE SET IS NOT AS EFFECTIVE. PROCEED WITH CAUTION)
Pariah - GREAT defense set. Gives almost the same resist as 1pc pirate skeleton at full health, with potential to be at resist cap when at lower health. Can be backbarred, if you enjoy embracing block cast+BOL playstyle of the templar.
Buffer of the Swift - This set got buffed! Gives resist and 10% dmg mitigation on the 5 piece!
Smuggler - This set gives you the boring major expedition, but has regen, SD and max mag! Its the only source of major speed left with more than 10 seconds on it at the trade off of one of your 5pc bonuses. Use this set if you want to remove vampire in Wrathstone but don't want to run race against time.
War Maiden - pure dmg that boosts your mag damage. Buffs your ultimate, dark flare/solar barrage, purfying light initial hit, sweeps and anything magic dmg. Doesnt buff heals, but does have crit, SD and max mag on the stats. Can be used on the 5pc body as a base set as well.
Stamplar:
Main Set:
Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.
Bone Pirate - Similar to Bright Throat
Hulking Dragur - All max stamina
Hundings - Similar to Julianos, but for stamina builds.
Secondary Set:
Automaton - Huge Dmg to physical dmg!
Spriggans - Similar to Spinners but physical dmg.
Clever Alchemist - Same for mag. Use it for highest burst potential.
Ravager - Huge Weapon Damage Potential. Procs off burning light/biting jabs!
Night Mother's Gaze - Gives much needed Major Fracture debuff.
Agility - Great 2pc max stam bonus
Any Arena based weapon (Master bow, Blackrose DW, Master DW, etc).
Undaunted Sets:
Bloodspawn
Engine Guardian
Any 1PC that gives Health
Valkyn Skoria
pirate skeleton
balourghs
Slimecraw
You can also combine two 1pc bonuses to create interesting combinations (If you don't have any undaunted set, don't worry. You don't NEED an undaunted set.):
1PC Bloodspawn + 1PC Kena (if you need stamina sustain and dmg)
1PC Bloodspawn + 1PC (Anything that gives health) is great. Acts like a mini 2pc Endurance set
1PC pirate skeleton/mighty chudan + Kena is VERY strong. Gold upgraded items is around 2975 resists making it better than 2 protective traits!
1pc pirate skeleton+1pc mighty chudan gives you similar resistance to bloodspawn but without the stam regen yet the resist has 100% uptime.
Advice:
Willpower is very powerful, and I recommend it for almost all magicka builds that can use a defense set on the backbar (trans, pariah, etc). NEVER put points in health. IF you want more health, use prismatic enchantments.
Experiment with armor. Find out what you need and what you don't.
If you are using engine guardian, make use of the resources it gives back!
Let's say I'm using immovable(heavy armor skill) and engine guardian. If I get a stam proc of engine, I'm going to spam dodge rolls, cast immovable, break any cc, etc. If you get a magicka proc, SPAM magic abilities. You want to get the most out of engine guardian. It usually brings you to full resources with some extra ticks. Those extra ticks go to waste if you don't make use of the resource.
Magplar:
Main Set:
Bright-Throats Boast - copy version of bone pirate but with mag stats. Work with spring loaded infusion drink to give you decent health/stam pools!
Magnus(2/3/4/5 bonuses are all good) s]need to test if this is still good, but more sets came out since this original writing[/s][b]tested and works well. has better stat stacking than shackle running witch/clockwork citrus, if using tri-food[/b
Seducer(2/3/4/5 bonuses are all good for heavy armor templars)
Torug's Pact(buffs to enchants and other light attack changes makes torugs a strong set)
Kagrenacs Hope(All bonuses are good. Better version of Magnus unless you want the chance to negate the cost of a spell). [great for healers but considered an "old" set]
Willows Path(All bonuses are good. Provides really high regens. Downside is - no max stat or spell damage increase. Works on drinks now! but still weak for the downsides present)
Julianos(PvE mainly. Gives a lot of spell damage but no regen)
Shacklebreaker - mix mag/stam stats with a WD/SD bonus. Best all around base stat set
Cyrodiil's Light - mix sustain/defense/damage set if you use jabs/dark flare/meditate/soul assult/rememberance/any other cast time+channel. Max mag+SD means the set is nice stats enough to use as a base set!
Craft Alfiq - mag version of haulking.
Secondary Set:
Willpower(HIGHLY RECOMMENDED FOR FRONT BAR)
Spell Power Cure - Mainly for PvE. It gives a lot of spell damage and max magicka.
Arch Mage - 2/3/4pc is like Magnus, however it's in a different order. 3PC bonus is very powerful - Recovery, spell damage
Vicious Death(2/3/4/5) (group/bombplars only)
Transmutation(2/3/4/5)
Maelstrom Restoration Staff
Perfect Blackrose Destro staff. The spell penetration is better dmg than willpower!
Lich - Great sustain and can be backbarred. Might not need that much sustain, but you could use restoring rune instead of channeled focus.
Spinners - penetration works on shields! So good set for all around damage dealing with two set bonuses dedicated to max mag.
Overwelming Surge - AOE procs lighting dmg which can proc minor vulnerability status effect. Pulls nightblades out of stealth, and is considered a really strong 1v1 set.
Amberplasm - Similar to shacklebreaker but dedicated to regen. Best all around base regen set (sometimes combined with shacklebreaker or bright troat for massive stats)
Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.
Aurodan - Dropped set in Wrathstone, same as overhelming surge, except an AOE frontal cone and one set bonus set for penetration! (PLAYERS REPORTED THE SET IS NOT AS EFFECTIVE. PROCEED WITH CAUTION)
Pariah - GREAT defense set. Gives almost the same resist as 1pc pirate skeleton at full health, with potential to be at resist cap when at lower health. Can be backbarred, if you enjoy embracing block cast+BOL playstyle of the templar.
Buffer of the Swift - This set got buffed! Gives resist and 10% dmg mitigation on the 5 piece!
Smuggler - This set gives you the boring major expedition, but has regen, SD and max mag! Its the only source of major speed left with more than 10 seconds on it at the trade off of one of your 5pc bonuses. Use this set if you want to remove vampire in Wrathstone but don't want to run race against time.
War Maiden - pure dmg that boosts your mag damage. Buffs your ultimate, dark flare/solar barrage, purfying light initial hit, sweeps and anything magic dmg. Doesnt buff heals, but does have crit, SD and max mag on the stats. Can be used on the 5pc body as a base set as well.
Stamplar:
Main Set:
Impreg - Best crit resist stack set. Lets you roll block/dodge roll traits while still having 2500-3k crit resists.
Bone Pirate - Similar to Bright Throat
Hulking Dragur - All max stamina
Hundings - Similar to Julianos, but for stamina builds.
Secondary Set:
Automaton - Huge Dmg to physical dmg!
Spriggans - Similar to Spinners but physical dmg.
Clever Alchemist - Same for mag. Use it for highest burst potential.
Ravager - Huge Weapon Damage Potential. Procs off burning light/biting jabs!
Night Mother's Gaze - Gives much needed Major Fracture debuff.
Agility - Great 2pc max stam bonus
Any Arena based weapon (Master bow, Blackrose DW, Master DW, etc).
Undaunted Sets:
Bloodspawn
Engine Guardian
Any 1PC that gives Health
Valkyn Skoria
pirate skeleton
balourghs
Slimecraw
You can also combine two 1pc bonuses to create interesting combinations (If you don't have any undaunted set, don't worry. You don't NEED an undaunted set.):
1PC Bloodspawn + 1PC Kena (if you need stamina sustain and dmg)
1PC Bloodspawn + 1PC (Anything that gives health) is great. Acts like a mini 2pc Endurance set
1PC pirate skeleton/mighty chudan + Kena is VERY strong. Gold upgraded items is around 2975 resists making it better than 2 protective traits!
1pc pirate skeleton+1pc mighty chudan gives you similar resistance to bloodspawn but without the stam regen yet the resist has 100% uptime.
Advice:
Willpower is very powerful, and I recommend it for almost all magicka builds that can use a defense set on the backbar (trans, pariah, etc). NEVER put points in health. IF you want more health, use prismatic enchantments.
Experiment with armor. Find out what you need and what you don't.
If you are using engine guardian, make use of the resources it gives back!
Let's say I'm using immovable(heavy armor skill) and engine guardian. If I get a stam proc of engine, I'm going to spam dodge rolls, cast immovable, break any cc, etc. If you get a magicka proc, SPAM magic abilities. You want to get the most out of engine guardian. It usually brings you to full resources with some extra ticks. Those extra ticks go to waste if you don't make use of the resource.
Traits:
For crafted set bonuses, where you can choose the trait, I recommend the following:
These are presented in order(Greatest to least in my opinion)
Impenetrable - Best trait in PvP. It is a necessity. The damage reduction is too much to give up. I recommend running 3300 minimum, though you could run lesser if you play better.
Divines - Allows you to boost your mundus stone effectiveness, but overall not as strong for offense since you will lose more defense via lost impen traits. Only run with Impreg/trans set
Infused - Allows you to get higher stats, but only for head/chest/legs/shield. Only run with impreg/trans set
Well fitted - great trait for both since in nCP you'll lose the valuable Stam cost reduction off dodge roll and Sprint cost reduction stacks with ight armor passive.
Sturdy - great for blocking, but that is it. Only use it if your build wants to block ALOT or you are running impreg which lets you give up valuable Impen traits.
The other traits are not worthy in my opinion, though decisive might be decent with the new major/minor heroism sets but templar doesnt have anything unique for ultimates aside from casting them sooner (TLDR; DK's use decisive better and even then its been tested to be "eh").
For Weapon Traits I recommend the following(Assuming all traits are working as intended):
Nirnhoned (Boost's your weapon's damage by 15% on gold. Powerful on swords but has similar effective spell power to sharpened if used on staffs)
Sharpened (penetration. Very strong with staffs/bows since both have lower damage from the weapons.)
Precise (crit is still a viable stat. But only because not everyone is running with more than 3k crit resistance. If you have a precise weapon drop, it's not the end of the world, just be patient till you can transmute to the trait you wanted. )
Defending (A tiny bit more tanky. Great for resto staff backbar)
Infused (great for single target enchant procs! Great resto staff trait since you can place beserker enchant with purfying light with a light attack every 6 seconds and get the buff)
These are presented in order(Greatest to least in my opinion)
Impenetrable - Best trait in PvP. It is a necessity. The damage reduction is too much to give up. I recommend running 3300 minimum, though you could run lesser if you play better.
Divines - Allows you to boost your mundus stone effectiveness, but overall not as strong for offense since you will lose more defense via lost impen traits. Only run with Impreg/trans set
Infused - Allows you to get higher stats, but only for head/chest/legs/shield. Only run with impreg/trans set
Well fitted - great trait for both since in nCP you'll lose the valuable Stam cost reduction off dodge roll and Sprint cost reduction stacks with ight armor passive.
Sturdy - great for blocking, but that is it. Only use it if your build wants to block ALOT or you are running impreg which lets you give up valuable Impen traits.
The other traits are not worthy in my opinion, though decisive might be decent with the new major/minor heroism sets but templar doesnt have anything unique for ultimates aside from casting them sooner (TLDR; DK's use decisive better and even then its been tested to be "eh").
For Weapon Traits I recommend the following(Assuming all traits are working as intended):
Nirnhoned (Boost's your weapon's damage by 15% on gold. Powerful on swords but has similar effective spell power to sharpened if used on staffs)
Sharpened (penetration. Very strong with staffs/bows since both have lower damage from the weapons.)
Precise (crit is still a viable stat. But only because not everyone is running with more than 3k crit resistance. If you have a precise weapon drop, it's not the end of the world, just be patient till you can transmute to the trait you wanted. )
Defending (A tiny bit more tanky. Great for resto staff backbar)
Infused (great for single target enchant procs! Great resto staff trait since you can place beserker enchant with purfying light with a light attack every 6 seconds and get the buff)
Type of Armor
This, like most things, is 100% preference.
I recommend running at least 1PC of each armor if you have the Undaunted Mettle Passive. You will be able to push your stats higher that way.
I do NOT recommend 7PC light because: You will be very squishy, the extra Magicka management is unnecessary.
If you want to run a lot of light armor, 5 is the max I would do.
Heavy armor is 100% viable as well. A lot of people run 5PC heavy and 2PC light/medium and do perfectly fine.
Again, like I stated previously, try things out. Duel some friends, do some open world pvp. Find out what works best for you, and go with it.
I recommend running at least 1PC of each armor if you have the Undaunted Mettle Passive. You will be able to push your stats higher that way.
I do NOT recommend 7PC light because: You will be very squishy, the extra Magicka management is unnecessary.
If you want to run a lot of light armor, 5 is the max I would do.
Heavy armor is 100% viable as well. A lot of people run 5PC heavy and 2PC light/medium and do perfectly fine.
Again, like I stated previously, try things out. Duel some friends, do some open world pvp. Find out what works best for you, and go with it.
Weapons:
Destruction Staff - High damaging heavy/light attacks that can help with burst. Ice staff blocking is also great and lighting staff boosts your jabs damage.
Restoration Staff - Useful spells in this tree that I mention earlier
2 Handed Sword - Increase in spell/weapon damage, and with sword increase in all damage. Powerful single target ultimate, snare/immobilze immunity spell, strong burst heal, self buff major brutality spell, etc. Very strong weapon line.
S/B - Defensive Passives that allow more tankiness. Can use Asylum SNB set with defensive/absorb mag spell on magplar and ultimate lets you barswap to offensive bar jabbing.
Dual Wield - Increases Spell/Weapon damage, swords increase overall damage by 5% allows you to make use of another set bonus and additional weapon traits (like nirn main with sharp offhand. stamplar can use bleeds or maces/daggers to boost damage)
Bow - Major Expedition and for 28 meter ranged CC that also burst heals you.
Staff light attack weaving is the best dmg potential for mag builds. Dual weld/2h can be used but you trade light attack weaving for extra SD to your other abilities.
Restoration Staff - Useful spells in this tree that I mention earlier
2 Handed Sword - Increase in spell/weapon damage, and with sword increase in all damage. Powerful single target ultimate, snare/immobilze immunity spell, strong burst heal, self buff major brutality spell, etc. Very strong weapon line.
S/B - Defensive Passives that allow more tankiness. Can use Asylum SNB set with defensive/absorb mag spell on magplar and ultimate lets you barswap to offensive bar jabbing.
Dual Wield - Increases Spell/Weapon damage, swords increase overall damage by 5% allows you to make use of another set bonus and additional weapon traits (like nirn main with sharp offhand. stamplar can use bleeds or maces/daggers to boost damage)
Bow - Major Expedition and for 28 meter ranged CC that also burst heals you.
Staff light attack weaving is the best dmg potential for mag builds. Dual weld/2h can be used but you trade light attack weaving for extra SD to your other abilities.
Additional Information
Champion Points
Not going to in depth with this because it's something that you should be tweaking based off of your performance. If I find that my Magicka management is too low, I'll take points out of other passives and put them into Magicka regen.
Passives I recommend:
Tumbling
Magician
Mooncalf
Arcanus
Warlord
Sturdy
heavy attack regen
health debuff star if using major/minor defile sources
Resistant
Hardy
Elemental Defender
Quick recovery
Thick Skin
Thaumaturge (damage over time)
Elfborn (20% in CP gives you 1.8 modifer with one aedric spear ability slotted!)
Blessed (only add if your other stars are maxed out according to dimishing returns)
Elemental Expert (15% maxed out means probably aim for 12-14% only)
Master in Arms (direct dmg)
Staff/weapon Light/heavy attack bonus (but stack master in arms first since light/heavy attacks is basically a direct attack anyway, but you will be able to increase your other direct dmg component sources of which templar has alot of combined direct/dot abilities.)
One recommendation I have (in regards to the red tree)
If you are trying to mitigate damage, stack Hardy/Elemental Defender BEFORE stacking resistant. By mitigating OVERALL damage, you are killing two birds with 1 stone. Reduction to overall damage is a reduction to critical damage. After 70 ish points in Resistant, you will see less value in dumping points since all CP stars are subject to their own diminishing returns).
The same can be applied to the blue tree (for dps)
Stack OVERALL damage BEFORE stacking critical damage. Pushing overall damage higher will increase your base damage and critical damage. At max CP in Murkmire, you should be able to hit 13% ele expert, 23% in either master in arms or thaumaturge and 10-20% in the other, and STILL get 20% elfborn with another 20-30 into penetration.
Passives I recommend:
Tumbling
Magician
Mooncalf
Arcanus
Warlord
Sturdy
heavy attack regen
health debuff star if using major/minor defile sources
Resistant
Hardy
Elemental Defender
Quick recovery
Thick Skin
Thaumaturge (damage over time)
Elfborn (20% in CP gives you 1.8 modifer with one aedric spear ability slotted!)
Blessed (only add if your other stars are maxed out according to dimishing returns)
Elemental Expert (15% maxed out means probably aim for 12-14% only)
Master in Arms (direct dmg)
Staff/weapon Light/heavy attack bonus (but stack master in arms first since light/heavy attacks is basically a direct attack anyway, but you will be able to increase your other direct dmg component sources of which templar has alot of combined direct/dot abilities.)
One recommendation I have (in regards to the red tree)
If you are trying to mitigate damage, stack Hardy/Elemental Defender BEFORE stacking resistant. By mitigating OVERALL damage, you are killing two birds with 1 stone. Reduction to overall damage is a reduction to critical damage. After 70 ish points in Resistant, you will see less value in dumping points since all CP stars are subject to their own diminishing returns).
The same can be applied to the blue tree (for dps)
Stack OVERALL damage BEFORE stacking critical damage. Pushing overall damage higher will increase your base damage and critical damage. At max CP in Murkmire, you should be able to hit 13% ele expert, 23% in either master in arms or thaumaturge and 10-20% in the other, and STILL get 20% elfborn with another 20-30 into penetration.
Consumables
This is similar to enchants where you kinda want to use for to round out your build. Food/drinks are the best way to get max stats however and it is recommended that you select your main food/drink first. You can also hotkey a food and a drink so in combat you can consume a tri-regen drink when running away from zergs for extra resources coming in while eating your main food after you are in a good location.
Either way this are the commonly used food/drinks. Please experiment with other items and let us know!
Drink:
Think this is the most commonly used.. Maybe there's a couple more
Either way this are the commonly used food/drinks. Please experiment with other items and let us know!
Drink:
- Double Bloody Mara
- Witch Mothers Potent Brew
- Spring Loaded Infusion (has lower stars than tri-food but works with bone pirate/bright throat sets!)
- Dubious Camoran Throne
- ghoul eye (huge max mag/huge Regen also works with bright throat!)
- Longfin Pasty
- Clockwork Citrus Fillet
- lavafoot (same as ghoul eye but for stamina)
Think this is the most commonly used.. Maybe there's a couple more
Enchantments/Attribute Points
A lot of people ask "The Proper Way" to enchant your armor and spend your attribute points.
There is no proper way.
You put points where you need them, and you enchant your armor according to what you need. If you want more Magicka, put points into Magicka. If you want a balanced on all of your stats, enchant/spend points accordingly.
Most Templars are saving their jewel enchants for spell/weapon damage since at gold it's 170 per enchant. You can also go SD/WD on your mundas and use one Regen enchant to help with sustain. Just watch how your performance is and swap out enchants as you see fit. You can also have multiple gear items so you don't have to waste kuta enchants all the time too (I have like 3 sets of transmutation jewels with ALOT of enchants/traits lol)
For armor, if you use tri-stat prismatic enchants make sure to use them on head/legs/chest first. Those will give you the most value for the cost, since they use an expensive rune to make.
Basic values to hit in PVP are:
- Health - 25k (lower than this, you risk being a target for ganks).
- Stam - 16k for magplar. Stamplar can be between 30-37k stam pending builds
- Mag - 34-40k is good for magplar; you have minor+major sorcery stacking which means spell damage is more useful to you. Stamplar can get away with 10k; unless you need more purifying casts then you can go up to maybe 13-15k mag. Anymore than this and it's a waste for stamplar.
There is no proper way.
You put points where you need them, and you enchant your armor according to what you need. If you want more Magicka, put points into Magicka. If you want a balanced on all of your stats, enchant/spend points accordingly.
Most Templars are saving their jewel enchants for spell/weapon damage since at gold it's 170 per enchant. You can also go SD/WD on your mundas and use one Regen enchant to help with sustain. Just watch how your performance is and swap out enchants as you see fit. You can also have multiple gear items so you don't have to waste kuta enchants all the time too (I have like 3 sets of transmutation jewels with ALOT of enchants/traits lol)
For armor, if you use tri-stat prismatic enchants make sure to use them on head/legs/chest first. Those will give you the most value for the cost, since they use an expensive rune to make.
Basic values to hit in PVP are:
- Health - 25k (lower than this, you risk being a target for ganks).
- Stam - 16k for magplar. Stamplar can be between 30-37k stam pending builds
- Mag - 34-40k is good for magplar; you have minor+major sorcery stacking which means spell damage is more useful to you. Stamplar can get away with 10k; unless you need more purifying casts then you can go up to maybe 13-15k mag. Anymore than this and it's a waste for stamplar.
Mundus Stone
So, for Mundus Stones, I recommend the following:
Apprentice - Increased Spell Damage
Atronach - Increased Magicka recovery
Lord - Increased Max Health (if health is low)
Tower - Increased Max Stamina (if max stam is low)
Mage - Increased Max Magicka (if max mag is low)
Thief - Increased Critical Chance (if crit chance is REALLY low)
Shadow - Increased Crit Hit Damage (great for kitties using Mechanical Acuity set!)
Serpent - Increased Stamina Recovery
Warrior - Increased Weapon Damage
Lover - Penetration (best overall damage but can be similar to apprentice/warrior
Steed - health recovery and 10% overall speed!
If you feel your stats are low, then the max stat choices might be what you are looking for.
If you feel your damage is low, Apprentice/warrior is a viable option. If using Nirn weapon trait, use this as well for the best bonus.
If you feel your Magicka/stam recovery is low, Atronach/serpent is the way to go.
If the only problem you are having is stamina management, go with Serpent.
Apprentice - Increased Spell Damage
Atronach - Increased Magicka recovery
Lord - Increased Max Health (if health is low)
Tower - Increased Max Stamina (if max stam is low)
Mage - Increased Max Magicka (if max mag is low)
Thief - Increased Critical Chance (if crit chance is REALLY low)
Shadow - Increased Crit Hit Damage (great for kitties using Mechanical Acuity set!)
Serpent - Increased Stamina Recovery
Warrior - Increased Weapon Damage
Lover - Penetration (best overall damage but can be similar to apprentice/warrior
Steed - health recovery and 10% overall speed!
If you feel your stats are low, then the max stat choices might be what you are looking for.
If you feel your damage is low, Apprentice/warrior is a viable option. If using Nirn weapon trait, use this as well for the best bonus.
If you feel your Magicka/stam recovery is low, Atronach/serpent is the way to go.
If the only problem you are having is stamina management, go with Serpent.
Races
Some Races are better than others. However, your Race should not define your playstyle. Races got a much needed overall in Wrathstone and this statement is very much true. Pick a role, then pick your race not the other way around.
Recommended Races for Magicka Builds(Not in order):
High Elf - Highest dmg potential for magplar. Lets you roll more aggressive builds while having 5% dmg mitigation in your jabs. Synergy with Cyro's light set and meditate!
Breton - Best beginner magplar race. Sustain lets you roll ALL dmg, and the spell resistance lets you move some CP to physical resistance. Very tanky and BOL cost is like 3400 in light armor lol.
Argonian - Best overall tanky healer and great sustain passive. Another great brawler race with 1k mag letting it be used for damage!
Recommended Races for Stamina Builds(Not in order):
Redguard - If you use ALOT of weapon skills/ultimates, perfect race for stamplar and 900+ stamina coming in helps with sustain! Also has 15% snare reduction on a low-mobility class; underrated. Can also use for magplar, if you use ALOT of staff abilities and use SNB ult.
Wood Elf - Highest sustain potential for stamplar. Dodge roll mobility + penetration are very needed buffs for stamplar!
Orc - Highest dmg for stamplar builds. Basically stamina high elf, but 10% speed and a heal with sprint cost reduction.
Recommended Races for Niche/Overall Builds(stam or mag):
Imperial - Great cost reduction and tri-stat sustain off Red Diamond. Brawler build race with stamplar seeing the 2k stamina as extra damage (think of it as the stamina breton, except with 2k health)
Dark Elf - Great for pure damage or hybrids and sustain isnt terrible since templar is used to running lesser sustain than other classes.
Khajiit - weapon crit hit dmg stacks with templar crit hit damage. Perfect for builds looking to overwhelm crit resistance in pvp. Best synergy with mechanical acuity and shadow mundas!
Recommended Races for Magicka Builds(Not in order):
High Elf - Highest dmg potential for magplar. Lets you roll more aggressive builds while having 5% dmg mitigation in your jabs. Synergy with Cyro's light set and meditate!
Breton - Best beginner magplar race. Sustain lets you roll ALL dmg, and the spell resistance lets you move some CP to physical resistance. Very tanky and BOL cost is like 3400 in light armor lol.
Argonian - Best overall tanky healer and great sustain passive. Another great brawler race with 1k mag letting it be used for damage!
Recommended Races for Stamina Builds(Not in order):
Redguard - If you use ALOT of weapon skills/ultimates, perfect race for stamplar and 900+ stamina coming in helps with sustain! Also has 15% snare reduction on a low-mobility class; underrated. Can also use for magplar, if you use ALOT of staff abilities and use SNB ult.
Wood Elf - Highest sustain potential for stamplar. Dodge roll mobility + penetration are very needed buffs for stamplar!
Orc - Highest dmg for stamplar builds. Basically stamina high elf, but 10% speed and a heal with sprint cost reduction.
Recommended Races for Niche/Overall Builds(stam or mag):
Imperial - Great cost reduction and tri-stat sustain off Red Diamond. Brawler build race with stamplar seeing the 2k stamina as extra damage (think of it as the stamina breton, except with 2k health)
Dark Elf - Great for pure damage or hybrids and sustain isnt terrible since templar is used to running lesser sustain than other classes.
Khajiit - weapon crit hit dmg stacks with templar crit hit damage. Perfect for builds looking to overwhelm crit resistance in pvp. Best synergy with mechanical acuity and shadow mundas!
Vulnerabilities and you:
From the guy that tests everything, it was found that "Minor Protection, Major Protection, Major Evasion, Minor Evasion, Vampire Mists, and probably other sources yet to be tested SUBTRACT from Vulnerability regardless of the sources of the Vulnerabilities." What this means is that, if your enemy against your templar vamplar had Engulfing Flames, Vampire Rank 4, Minor Vulnerability and Way of Martial Knowledge, these 4 would stack in a additive way, for a total of 53% extra damage taken. But so for example against Mist form, instead of being DMG*1.53*0.25=0.3825 as it is currently thought of occuring, its DMG*(1+(53-75)/100)=0.78. Which is obviously a HUGE difference.
All other sources of mitigation have yet to be tested but I was told that Armor does NOT work this way and is still multiplicative. And non of the ones after DMG shields are affected either, so block based mitigation is still multiplicative. There is a test of if you use other sources of mitigation together, how do they interact, cause for example, using Mist Form and Minor Protection has Mist form be Subtractive but Minor Protection is multiplicative. "This means, once there is no Vulnerability left then they are not adding into each other, but what decides what mitigation sources goes first? Those are things left to be tested as well as the giant pain in my ass that is CP." Doing the math, 15k attack is only 11700 under the new equation. The old is 5737, in the example above.
It will include things like sorc lighting status effects, ele weapon debuff, anything that basically deals its dmg as extra debuff. What it wont include is minor/major maim, which was determined to happen BEFORE all mitigation, so the value you get out of maim is always 15/30%. Crit resists happens before this as your target has to determine its crit before mitigation of any form happens. Keep an eye for the Dmg Mitigation Thread updated with this info soon.
Useful Links:
Defensive Set Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/383840/math-pvp-defensive-set-comparison-impreg-brass-pariah-riposte-more/p1
Dmg Mitigation Thread:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/p1
Templar Feedback Master Thread:
https://forums.elderscrollsonline.com/en/discussion/416459/class-rep-templar-feedback-thread/p1
Buff and Debuff List Thread:
https://forums.elderscrollsonline.com/en/discussion/284053/buffs-and-debuffs-a-full-list-updated-for-summerset/p1
Useful/Informative PVP Videos:
BG Comentary (includes LOS reposition, abilities for playing in heavy lag, and defensive use of mist form):
![image]()
Animation Cancel Exercises:
![image]()
Top 5 PVP Commentary Footage:
![image]()
How to Fight Another Player Guide:
![image]()
Battleground Basics:
![image]()

Animation Cancel Exercises:

Top 5 PVP Commentary Footage:

How to Fight Another Player Guide:

Battleground Basics:

Hope this helps! And please add your thoughts to the thread (I will add some info since I missed ALOT).
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What to pair BTB best with ?
Hi all,
recently I bought a set of golden Bright Throat Boast's jewelry, and I'm wondering what's the most effective setup to use it ? Should I leave it in the Arcane trait and combine it with Crafty Alfiq, or should I transmute it to Infused (with mag power glyphs in both cases) and pair it with New Moon Acolythe (and Balorgh's perhaps) ?
I'd want to use it either on a Breton Magplar or a High Elf Magsorc (non-pet).
TIA for your opinion.
/EDIT: I want to use it for small scale and group play in Cyrodiil
recently I bought a set of golden Bright Throat Boast's jewelry, and I'm wondering what's the most effective setup to use it ? Should I leave it in the Arcane trait and combine it with Crafty Alfiq, or should I transmute it to Infused (with mag power glyphs in both cases) and pair it with New Moon Acolythe (and Balorgh's perhaps) ?
I'd want to use it either on a Breton Magplar or a High Elf Magsorc (non-pet).
TIA for your opinion.
/EDIT: I want to use it for small scale and group play in Cyrodiil
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Ps4 EU performance at all time low after patch.
Your probably aware of this but thought i'd add to the posts. 5 second delays on abilities and long load screens in keeps.
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