Tamriel Foundry

Trial Build for Magicka Templar (Dragon Bones)

Intro

Since the arrival of the Morrowind Chapter to ESO, Magicka Templars have suffered a severe blow when it comes to end game DPS. Nevertheless, I still refuse to give up on bringing my main char to all kinds of trials. In this build, I want to show what I came up with in order to somehow keep up with my raid. 


Race

  1. Dark Elf
  2. High Elf
  3. Breton

Dark Elf and High Elf should perform very similar. This build should not see any issues with Magicka, which is why Bretons will cause slightly less damage (~ 2%) 


Stats

Since Harness Magicka is available, with proper awareness and experience it’s definitely possible to survive any encounter. However, if you feel you die too often by only a little too much damage, consider changing an armour enchant or two (Use tri-stat enchants if you are rich). 


Gear

It’s best to go with 5/1/1 light/medium/heavy armour. Since Mechanical Acuity is a craft set you can use Zaan pieces of any armour type and adjust your other pieces accordingly.

While I think an infused Maelstrom Inferno staff is best if you have none available you can also use a Lightning Staff. The most important aspect is the increased damage of Light and Heavy attacks which gets more than doubled by the enchant.

If you don’t have a Maelstrom Staff available, you can use Mechanical Acuity Weapons and replace one of the armour pieces with Master Architect.

As an alternative to Zaan one can use Ilambris or Valkyn Skoria. In multi target fights its better to use Grothdarr or a 1/1 setup like Molag Kena / Slimecraw. 

For well organised raids you might use a 5th piece of Master Architect with Empowering Sweeps instead of a Monster Set. While this might reduce your personal DPS if used in conjuntion with other effects, like Warhorn, it can provide some nice assistance for DPS Bursts.


Mundus Stone

The Apprentice

Using the great tool from @Asayre (http://asayre.mygamesonline.org/HoTRoptimisation/CPOptimisation.html) shows that The Apprentice is best, with The Thief being very close. However, these calculations neglect that the damage from Monster Sets and the Purifying Light proc cannot crit, which reduces the effect of The Thief a little so it ends up at ~1% less. 


Champion Points

I haven’t checked this for trials yet, but in the end I will simply use Constellations (http://www.esoui.com/downloads/info1736-Constellations.html) to determine the optimal values.

I'm still putting 81 points into Thaumaturge to get the Exploiter passive. Using a CP set with the Exploiter passive only decreases the overall damage by less than 1%, before the passive applies. This can be checked by comparing the damage factor in Constellations or Asayres calculator in a free configuration and in one where the minimum in Thaumaturge is 75. Even at just 20% uptime of Off Balance, this is still a DPS increase (1-2%). 


Consumables

Food: Health/Magicka (e.g. Melon-Baked Parmesan Pork)

Potion: Essence of Spellpower 


Skills

Bar 1 – Lightning Staff

  • Ritual of Retribution
  • Reflective Light
  • Puncturing Sweep
  • Purifying Light / Solar Barrage (for AoE fights)
  • Inner Light
  • Elemental Rage

Bar 2 – Inferno Staff

  • Harness Magicka
  • Elemental Blockade
  • Blazing Spear
  • Radiant Oppression
  • Inner Light
  • Shooting Star

Shooting Star is usually the best Ulti unless targets are spread, where Elemental Rage is preferred. 


Rotation

Try to keep the Weapon Damage glyph up as much as possible, So take care that the light attack on the Inferno Staff is executed properly.

Starting the fight with Shooting Star or Heavy Attack on Inferno Staff and directly start the rotation without any additional light attack:

Blazing Spear > Light Attack (Flame) > Elemental Blockade > Weapon swap > Light Attack (Shock) > Puncturing Sweep > Heavy Attack (Shock) > Reflective Light > Light Attack (Shock) > Purifying Light > Light Attack (Shock) > Weapon swap > …

Use Shooting Star:

At 20% use the execute rotation:

Blazing Spear > Light Attack (Flame) > Elemental Blockade > Light Attack (Flame) > Radiant Oppression > Radiant Oppression > Light Attack (Flame) > … 


Spell Penetration

I have made a few assumptions to determine the penetration I need to get out of the CP:

  • Light Armour Passive: 4,884
  • Elemental Drain (Major Breach): 5,280
  • Power of the Light (Minor Breach): 1,320
  • Infused Crusher: 2,106
  • 42 Points in Spell Erosion: 3,960

Total: 18,042

Note that the Destro Staff Passive (Penetrating Magic) also adds 949 Penetration but only affects 30% of the Damage. This however should be enough to actually make other CP options more useful.

Depending on the actual CP composition, putting 1 or 2 more into Spell Erosion might be a good idea, but I'll revisit this at a later point. Note that due to the fact that a fraction of the Damage gets some extra penetration, only 70% of the damage would benefit from more points into it. This will likely make other CP more atractive than Spell Erosion. 


History

  • 25/02/2018: Updated Supported Parse, some formatting
  • 23/02/2018: Some changes to update for Dragon Bones, updated Solo Parse
  • 30/08/2017: Added Raid Parse
  • 22/08/2017: Initial Build

About Solinur:

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222 Replies
  1. #41

    Latin

    Moderator1308 Posts
    decay wrote on August 30, 2017

    Keep in mind that Off-Balance increases Medium/Heavy Attacks by 75%. The question is: Do we have it at the beginning of the fight?

    That is a good point, but is it something you can optimise for at the beginning of combat, with minimal cost to group dps?

    e pluribus unum

  2. #42

    EgoRush

    Member1069 Posts
    Latin wrote on August 30, 2017

    decay said on August 30, 2017 :

    Keep in mind that Off-Balance increases Medium/Heavy Attacks by 75%. The question is: Do we have it at the beginning of the fight?

    That is a good point, but is it something you can optimise for at the beginning ofcombat, with minimal cost to group dps?

    Off-balance increases medium/heavy and light attacks right?

    Server: PC Europe – Ebonheart Pact

    Guild: HODOR (PvE)

    Character: Oriantha, Altmer Templar | Zelda’s Inferno, Redguard Dragonknight | The Lumen Sage, Imperial Sorcerer | Oriantha Elessidil, Altmer Sorcerer

    Blue Power Ranger of the HODOR Ranger Squad

    Trials Scores: vDSA tbd | AA tbd | HRC tbd | Sanctum Ophidia tbd | vMA tbd | vMOL tbd

  3. #43

    Solinur

    Member352 Posts
    EgoRush wrote on August 30, 2017

    Latin said on August 30, 2017 :

    That is a good point, but is it something you can optimise for at the beginning ofcombat, with minimal cost to group dps?

    Off-balance increases medium/heavy and light attacks right?

    No it should be only Medium/Heavy Attacks. Its that standard effect where lesser mobs get knocked down. Need to quickly confirm again that lightning staff attacks work with it while charging or if it only affects the final hit.

    Of course the exploiter passive works on all damage.

    The thing is that the heavy attack "consumes" Offbalance. If healers have a lightning blockade up and some ppl proc a lightning enchant than there is a good possibility that off balance is up when you do your heavy attack. However if a lot off ppl do a heavy attack, chances for off balance decrease accordingly. I'd say its something you need to check in your raid.

  4. #44

    EgoRush

    Member1069 Posts
    decay wrote on August 30, 2017

    EgoRush said on August 30, 2017 :

    Off-balance increases medium/heavy and light attacks right?

    No it should be only Medium/Heavy Attacks. Its that standard effect where lesser mobs get knocked down. Need to quickly confirm again that lightning staff attacks work with it while charging or if it only affects the final hit.

    Of course the exploiter passive works on all damage.

    The thing is that the heavy attack “consumes” Offbalance. If healers have a lightning blockade up and some ppl proc a lightning enchant than there is a good possibility that off balance is up when you do your heavy attack. However if a lot off ppl do a heavy attack, chances for off balance decrease accordingly. I’d say its something you need to check in your raid.

    Ah yes I thought the 75% damage bonus you mentioned was referring to the Exploiter passive, hence my confusion. For our raids we typically have healers running blockade (I certainly do as the damage is great offDPS). I also plan to start running infused restoration staff with shock enchant as healer. Or perhaps infused destro bar with shock enchant. Depends which gives me best up-time. But we have A LOT of stamina heavy attack builds flying around now stealing off-balance.

    Server: PC Europe – Ebonheart Pact

    Guild: HODOR (PvE)

    Character: Oriantha, Altmer Templar | Zelda’s Inferno, Redguard Dragonknight | The Lumen Sage, Imperial Sorcerer | Oriantha Elessidil, Altmer Sorcerer

    Blue Power Ranger of the HODOR Ranger Squad

    Trials Scores: vDSA tbd | AA tbd | HRC tbd | Sanctum Ophidia tbd | vMA tbd | vMOL tbd

  5. #45

    Solinur

    Member352 Posts
    Latin wrote on August 29, 2017

    decay said on August 29, 2017 :

    If you directly cast Blockade after the Heavy attack the projectile hits after the Maelstrom effect so the Heavy attack gets buffed as well.

    So the earliest timestamp your heavy attack should hit (in order to be benefited by the Maelstrom buff) is that ofthe first tick of Blockade, but Icould not produce that using your methodology of casting Blockade immediately after a heavy attack.I find that there is a small delay (~ 1 s) between the fully charged attack hitting and the first tick of Blockade…maybe it’s a latency issue.

    It is a projectile so if you stand a few meters back it might work a little better.

    Here is how it works for me:

    None

     

  6. #46

    Solinur

    Member352 Posts
    GobiasII wrote on August 29, 2017

    Have been in contact with the dev team and acc to them the Combat team is looking into the % damage multiplier concerning sweeps which in this moment gives 79-81% instead of 140% (8-9K ST).

    I don't see an issue with Sweep atm. For me it is doing +140% damage when testing on a puppet.

    None
  7. #47

    GobiasII

    Member3 Posts
    decay wrote on August 30, 2017

    GobiasII said on August 29, 2017 :

    Have been in contact with the dev team and acc to them the Combat team is looking into the % damage multiplier concerning sweeps which in this moment gives 79-81% instead of 140% (8-9K ST).

    I don’t see an issue with Sweep atm. For me it is doing +140% damage when testing on a puppet.

    Hmm, will do some testing when I get home. Ty for checking also!

     

    Stupid question, you did have CPs allocated?

  8. #48

    Latin

    Moderator1308 Posts
    EgoRush wrote on August 30, 2017

    decay said on August 30, 2017 :

    No it should be only Medium/Heavy Attacks. Its that standard effect where lesser mobs get knocked down. Need to quickly confirm again that lightning staff attacks work with it while charging or if it only affects the final hit.

    Of course the exploiter passive works on all damage.

    The thing is that the heavy attack “consumes” Offbalance. If healers have a lightning blockade up and some ppl proc a lightning enchant than there is a good possibility that off balance is up when you do your heavy attack. However if a lot off ppl do a heavy attack, chances for off balance decrease accordingly. I’d say its something you need to check in your raid.

    Ah yes I thought the 75% damage bonus you mentioned was referring to the Exploiter passive, hence my confusion. For our raids we typically have healers running blockade (I certainly do as the damage is great offDPS). I also plan to start running infused restoration staff with shock enchant as healer. Or perhaps infused destro bar with shock enchant. Depends which gives me best up-time. But we have A LOT of stamina heavy attack builds flying around now stealing off-balance.

    I prefer charged over infused, because it increases the base chance to proc the concussed status, which itself is the prerequisite for Blockade to set the target off-balance. I imagine that if you have one Force Pulse user in the group use the charged trait, coupled with a few shock enchants from magicka based players, they would go a long way to maintain the status effect (which also grants Minor Vulnerability). All that is left is to determine who among them should run Lightning Blockades to maintain off-balance.

    @Solinur

    Is the 10% from Exploiter additive to the 70% bonus from heavy/medium attacks on off-balance targets?

    e pluribus unum

  9. #49

    Solinur

    Member352 Posts
    Latin wrote on August 31, 2017

    Is the 10% from Exploiter additiveto the 70% bonus from heavy/medium attacks on off-balance targets?

    I haven't checked this specifically, but I'd assume as much. I'll briefly check this evening also to make sure the charges from lightning attack benefit as well.

     

  10. #50

    Solinur

    Member352 Posts
    decay wrote on August 31, 2017

    Latin said on August 31, 2017 :

    Is the 10% from Exploiter additiveto the 70% bonus from heavy/medium attacks on off-balance targets?

    I haven’t checked this specifically, but I’d assume as much. I’ll briefly check this evening also to make sure the charges from lightning attack benefit as well.

    Just checked this and found it to be working as expected. Lightning Staff Heavy Attacks benefit from Exploiter + Heavy Attack Bonus vs. Offbalance targets. They stack additively. Also worth noting that Ancient Knowledge doesn't buff Staff effects, but only Abilities (Which is also stated this way in the Tooltip)

  11. #51

    Nosferatuzod

    Member2010 Posts

    Hey, why no DW?

  12. #52

    Solinur

    Member352 Posts
    Nosferatuzod wrote on September 2, 2017

    Hey, why no DW?

    I need to see if I can find a way to sustain it without loosing too much damage. I'm a bit busy at the moment and also next week but after that I might look into it a bit more.

  13. #53

    Nosferatuzod

    Member2010 Posts
    decay wrote on September 2, 2017

    Nosferatuzod said on September 2, 2017 :

    Hey, why no DW?

    I need to see if I can find a way to sustain it without loosing too much damage. I’m a bit busy at the moment and also next week but after that I might look into it a bit more.

    Interesting...I actually had the opposite - no sustain issues with DW and major sustain issues with staff.

  14. #54

    Latin

    Moderator1308 Posts
    Nosferatuzod wrote on September 2, 2017

    decay said on September 2, 2017 :

    I need to see if I can find a way to sustain it without loosing too much damage. I’m a bit busy at the moment and also next week but after that I might look into it a bit more.

    Interesting…I actually had the opposite – no sustain issues with DW and major sustain issues with staff.

    But is this purely because dual wield enables 5p Moondancer, for the potential regen proc?

    e pluribus unum

  15. #55

    Nosferatuzod

    Member2010 Posts
    Latin wrote on September 2, 2017

    Nosferatuzod said on September 2, 2017 :

    Interesting…I actually had the opposite – no sustain issues with DW and major sustain issues with staff.

    But is this purely because dual wield enables 5p Moondancer, for the potential regen proc?

    Sustain part yes, but only in part...a big part is rotation. Also I cant find a way to justify the massive damage loss of running staff...dw is just too good... also with moondancer i dont even need channeled focus.

     

  16. #56

    Latin

    Moderator1308 Posts
    Nosferatuzod wrote on September 2, 2017

    Latin said on September 2, 2017 :

    But is this purely because dual wield enables 5p Moondancer, for the potential regen proc?

    Sustain part yes, but only in part…a big part is rotation. Also I cant find a way to justify the massive damage loss of running staff…dw is just too good… also with moondancer i dont even need channeled focus.

    Ahh yes, I see. It's only really viable with 5p Moondancer though, isn't it? 5p IA for example, wouldn't really do as much.

    Personally, I tend to get better dps with dual wield as well (though I use Julianos instead of BSW), but my weaving is quite cumbersome due to higher latency, and it often messes up the channeling (and the animation of) Sweeps. Which is why I opt for dual staves for the most part.

    e pluribus unum

  17. #57

    Nosferatuzod

    Member2010 Posts
    Latin wrote on September 2, 2017

    Nosferatuzod said on September 2, 2017 :

    Sustain part yes, but only in part…a big part is rotation. Also I cant find a way to justify the massive damage loss of running staff…dw is just too good… also with moondancer i dont even need channeled focus.

    Ahh yes, I see. It’s only really viable with 5p Moondancer though, isn’t it? 5p IA for example, wouldn’t really do as much.

    Personally, I tend to get better dps with dual wield as well (though I use Julianos instead of BSW), but my weaving is quite cumbersome due to higher latency, and it often messes up the channeling (and the animation of) Sweeps.Which is why I opt for dual staves for the most part.

    Sustain woukd be less without moondancet but tbh channeled focus is OP so if u drop it on cooldowb sustain is ok.

  18. #58

    Solinur

    Member352 Posts
    Nosferatuzod wrote on September 2, 2017

    Latin said on September 2, 2017 :

    Ahh yes, I see. It’s only really viable with 5p Moondancer though, isn’t it? 5p IA for example, wouldn’t really do as much.

    Personally, I tend to get better dps with dual wield as well (though I use Julianos instead of BSW), but my weaving is quite cumbersome due to higher latency, and it often messes up the channeling (and the animation of) Sweeps.Which is why I opt for dual staves for the most part.

    Sustain woukd be less without moondancet but tbh channeled focus is OP so if u drop it on cooldowb sustain is ok.

    I played with moondancer for 2 patches and most of the time had troubles to get the synergies. The fact that not everyone in range is allowed to synergize, but only a few randomly?? chosen makes it extremely annoying and often leads to dps loss because you start chasing a synergy or at least interrupt your rotation for it (This is something one could try to improve I guess). Also with vHoF and sources of magicka drain, I really prefer to have a magicka returning option at hand that does decent damage while at it.

  19. #59

    Latin

    Moderator1308 Posts
    decay wrote on September 2, 2017

    decay said on August 31, 2017 :

    I haven’t checked this specifically, but I’d assume as much. I’ll briefly check this evening also to make sure the charges from lightning attack benefit as well.

    Just checked this and found it to be working as expected. Lightning Staff Heavy Attacks benefit from Exploiter + Heavy Attack Bonus vs. Offbalance targets. They stack additively. Also worth noting that Ancient Knowledge doesn’t buff Staff effects, but only Abilities (Which is also stated this way in the Tooltip)

    Thanks for checking this.

    e pluribus unum

  20. #60

    Nosferatuzod

    Member2010 Posts
    decay wrote on September 3, 2017

    Nosferatuzod said on September 2, 2017 :

    Sustain woukd be less without moondancet but tbh channeled focus is OP so if u drop it on cooldowb sustain is ok.

    I played with moondancer for 2 patches and most of the time had troubles to get the synergies. The fact that not everyone in range is allowed to synergize, but only a few randomly?? chosen makes it extremely annoying and often leads to dps loss because you start chasing a synergy or at least interrupt your rotation for it (This is something one could try to improve I guess). Also with vHoF and sources of magicka drain, I really prefer to have a magicka returning option at hand that does decent damage while at it.

    I think the main reason people have an issue with moondancer is that the proc seems too lucrative, so they chase synergies. If you look at it as an optional power up (meaning if its inconvenient dont synergize) it becomes very manageable.

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