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Table of Contents:

  1. Intro

  2. Setup

    • Gear

    • Skills

    • Attributes

    • Consumables, Race, and Mundus

    • Champion Points (CP)

    • Rotation

    • Misc Information

  3. Tips

Intro

Sustain

Thanks to a few abilities, sustain will be quite manageable.  In a group with buffs you’ll never have to Heavy Attack, but soloing is a different story.

Tankiness

Access to Major Ward and Resolve and some other damage mitigation helps us tango quite well in a melee slot.  Harness Magic also helps tremendously.

40% Complete (success)

Everyone knows how much healing a Templar can pull off.  This is the main strength of the class.

Masters of AoE, the Magplar will win in heavy load combat.  However, we struggle to compete in single target situations.  Luckily this build is more than just damage.

40% Complete (success)

Due to a lot of weird timing abilities, this build will take a while to truly get into sync with.  Expect a lot of experimenting to figure out what works for you.

40% Complete (success)

Due to the staggering amount of support this class offers, it fits in with anything.  It might not be the best DPS slot for a min/maxed raid environment, but it’s great everywhere else.

Setup

Beginner Setup

Support Setup

Pure Damage

Mobility Fights

Ranged Only Setup

 

Refer to the Misc tab to find where to find the sets and where they fit in.

Melee Route

Inferno Staff (Spammable and DoTs)

  • Puncturing Sweeps (Channeled Cleave | morph of Puncturing Strikes) – A truly powerful ability of the Templar, boasting great single target AND AoE damage.  It also heals for a % of the damage it deals, letting us spam away even when taking damage.  On top of this, since it is a channel, it gets the double benefit of Thaumaturge and Elemental Expert.

  • Rearming Trap Beast (Buff | morph of Trap Beast) – Even whilst this ability is a Stamina one, it serves the function of offering us Minor Force.  The main function of this over the new Psijic Order skill Acceleration, is that it costs us Stamina to cast and still deals damage instead of doing no damage and being further Magicka intensive.  You’ll need to be in melee range to use it.

  • Solar Barrage (AoE Delayed Damage | morph of Solar Flare) – Unfortunately this ability has an awkward cast time, but learning this skill will help your damage potential skyrocket.  Offering immense single target and AoE damage every 2 seconds, it also gives our Light Attacks a 40% damage increase every time this skill fires off.

    • If you’re struggling to utilize the skills cast time you can also use Reflective Light (AoE DoT | morph of Sun Fire) although it does considerably less damage, and also has a shorter duration making it harder to manage.

  • Purifying Light (Debuff | morph of Backlash) – Another short lasting debuff, this skill will be hard to master.  Storing a portion of all damage the target takes while it’s active, after the duration it will detonate (there’s a maximum damage based on your Max Magicka) and also place a small puddle of passive healing for you and allies around the target.  If you’re good enough you can try to cast this twice on your front bar, but casting it too soon will cause all the damage to be lost.

  • Inner Light (Self Buff | morph of Mage Light) – A passive slot that offers us 7% Max Magicka and 2% Magicka Recovery.  It also can proc Empower if you cast it, but due to the high Magicka cost this is ill advised.

  • [Ultimate] Elemental Rage (AoE DoT | morph of Elemental Storm) – An ultimate capable of disgusting power from DPS and resource management, this is also needed on this bar to ensure the Ancient Knowledge passive is active while on this bar.  Any time this gets a killing blow you’ll get 3600 Magicka back from our passives, helping you melt enemies and stay in the fight.  If you’re using Master Architect for your group, don’t cast this since the cost is so high.

Inferno Staff (More DoTs!)

  • Blockade of Fire (AoE DoT | morph of Wall of Elements) – A centerpiece of power for any caster build, for good reason.  This thing does fantastic damage and gains even more damage when targets are afflicted with the Burning Status.  Keep this up at all times, regardless of AoE or Single Target.

  • Blazing Spear (AoE Direct Damage + DoT | morph of Spear Shards) – Another strong AoE DoT that also provides our allies a powerful synergy to restore resources.  As an Aedric Spear ability it also serves as our 10% Critical Strike passive slot, as well as additional chances to proc Burning Light.

  • Channeled Focus (Self Buff + Resource management | morph of Rune Focus) – Offering us a staggering 8% damage mitigation from Major Ward and Resolve, Minor Mending for the duration, and 120 Magicka every half second (equivalent to 480 Magicka Regen) this is skill allows the Templar to truly shine.  It also allows you to leave the area for a short duration (8s max, but re-entering this refreshes it to 8s).  This also means that the skill’s natural 15 second duration will be extended to 23 seconds.

  • Radiant Oppression (Channeled Execute | morph of Radiant Destruction) – The infamous Templar execute, “Jesus Beam”, this skill will replace Sweeps once our target hits 25%.  Keep in mind due to the awful channel time, this skill feels pretty awful to use and might end up being a DPS loss if you aren’t familiar with how it operates.  Also make sure to keep up your DoTs through execute until about 10%.

    • Ritual of Retribution (AoE DoT | morph of Cleansing Ritual) – This skill offers a lot to us if we manage to use it.  Removing 2 Harmful effects when we cast it (very nice for encounters with a lot of debuffs), Healing us and 5 nearby allies every 2 seconds, doing damage to enemies every 2 seconds, and offering allies a synergy that offers a burst heal and removes all negative effects.  Use this skill when you find yourself fighting larger groups of enemies, or if your group needs additional debuff removal.

  • Harness Magicka (Self Shield | morph of Annulment) – A fantastic damage shield that helps soak a lot of damage and return Magicka when taking Elemental or Magical damage.  I suggest this for most players so they can take extra punishment while learning.

  • [Ultimate 1, Master Architect Route] Empowering Sweeps (AoE Burst and DoT | morph of Radial Sweep) – A cheap Ultimate that deals decent damage around you initially, and then again over a duration.  Each enemy hit also grants you some damage mitigation; 15% at base, and then 4% for each enemy hit (up to 6 enemies, for a total of 24% additional mitigation, 39% maximum).  We’ll only be using this when paired with Master Architect to get a high uptime of Major Slayer for us an our allies.

  • [Ultimate 2, Passive and Active benefits] Shooting Star (AoE Burst and DoT | morph of Meteor) – A fantastic Ultimate that also grants us 2% Max Magicka and Magicka Recovery for slotting.  For a measly 200 Ultimate (cheaper as a Templar!) it also does great initial damage and lingering damage where its impact was.  It also restores 12 Ultimate for every enemy hit, up to 6 enemies (72 Ultimate refund), making it the most efficient damage to cost Ultimate in the game when it reaches its full potential.

Ranged Route


Inferno Staff (Spammable and DoTs)

  • Force Pulse (Ranged Direct Damage | morph of Force Shock) – An incredibly potent Ranged cast that has 3 damage components of Flame, Frost, and Shock.  This morph offers splash damage to nearby enemies afflicted with Burning, Concussed, or Chilled, as well as higher raw damage; while Crushing Shock offers a ranged interrupt which is also very helpful.  Each hit has a very high chance (20%) to proc their respective Status effect, and if using the Asylum Staff, will be guaranteed after a certain number of casts of this skill.

  • Harness Magicka (Self Shield | morph of Annulment) – A fantastic damage shield that helps soak a lot of damage and return Magicka when taking Elemental or Magical damage.  I suggest this for most players so they can take extra punishment while learning.

  • Vampire’s Bane (Ranged DoT | morph of Sun Fire) – A decent damage over time function that lasts 14 seconds, making it slightly awkward to fit in our rotation.  Since it deals Fire damage it will help apply Burning, as well as be another chance to proc Burning Spell Weave if we opt to use it.

  • Purifying Light (Debuff | morph of Backlash) – Another short lasting debuff, this skill will be hard to master.  Storing a portion of all damage the target takes while it’s active, after the duration, it will detonate (there’s a maximum damage based on your Max Magicka) and also place a small puddle of passive healing for you and allies around the target.  If you’re good enough you can try to cast this twice on your front bar, but casting it too soon will cause all the damage to be lost.

  • Inner Light (Self Buff | morph of Mage Light) – A passive slot that offers us 7% Max Magicka and 2% Magicka Recovery.  It also can proc Empower if you cast it, but due to the high Magicka cost this is ill-advised.

  • [Ultimate] Elemental Rage (AoE DoT | morph of Elemental Storm) – An ultimate capable of disgusting power from DPS and resource management.  Any time this gets a killing blow you’ll get 3600 Magicka back from our passives, helping you melt enemies and stay in the fight.

Inferno Staff (More DoTs!)

  • Blockade of Fire (AoE DoT | morph of Wall of Elements) – A centerpiece of power for any caster build, for good reason.  This thing does fantastic damage and gains even more damage when targets are afflicted with the Burning Status.  Keep this up at all times, regardless of AoE or Single Target.

  • Blazing Spear (AoE Direct Damage + DoT | morph of Spear Shards) – Another strong AoE DoT that also provides our allies a powerful synergy to restore resources.  As an Aedric Spear ability, it also serves as our 10% Critical Strike passive slot, as well as additional chances to proc Burning Light.

  • Channeled Focus (Self Buff + Resource management | morph of Rune Focus) – Offering us a staggering 8% damage mitigation from Major Ward and Resolve, Minor Mending for the duration, and 120 Magicka every half second (equivalent to 480 Magicka Regen) this skill allows the Templar to truly shine.  It also allows you to leave the area for a short duration (8s max, but re-entering this refreshes it to 8s).  This also means that the normal 15 second duration will be extended to 23 seconds instead.

  • Radiant Oppression (Channeled Execute | morph of Radiant Destruction) – The infamous Templar execute, “Jesus Beam”, this skill will replace Sweeps once our target hits 25%.  Keep in mind due to the awful channel time, this skill is pretty clunky in operation and might end up being a DPS loss if you aren’t familiar with how it operates. Also, make sure to keep up your DoTs through execute until about 10%.

    • Ritual of Retribution (AoE DoT | morph of Cleansing Ritual) – This skill offers a lot to us if we manage to use it.  Removing 2 Harmful effects when we cast it (very nice for encounters with a lot of debuffs), Healing us and 5 nearby allies every 2 seconds, doing damage to enemies every 2 seconds, and offering allies a synergy that offers a burst heal and removes all negative effects.  Use this skill when you find yourself fighting larger groups of enemies, or if your group needs additional debuff removal.

  • Inner Light (Self Buff | morph of Mage Light) – A passive slot that offers us 7% Max Magicka and 2% Magicka Recovery.  It also can proc Empower if you cast it, but due to the high Magicka cost, this is ill-advised.

    • If you have access to Summerset, you can opt to use Acceleration (Minor Force buff | morph to preference) to gain Minor Force while at a range.  One morph reduces the cost, while the other adds a cast time for triple the duration.

  • [Ultimate Passive and Active benefits] Shooting Star (AoE Burst and DoT | morph of Meteor) – A fantastic Ultimate that also grants us 2% Max Magicka and Magicka Recovery for slotting.  For a measly 200 Ultimate (cheaper as a Templar!) it also does great initial damage and lingering damage where its impact was.  It also restores 12 Ultimate for every enemy hit, up to 6 enemies (72 Ultimate refund), making it the most efficient damage to cost Ultimate in the game when it reaches its full potential.

 

Avoid putting points into Health if possible.  If you feel you need more Health, try using a Health Enchant on your armor instead.

Food Options: Bi Stat (Health & Magicka), Witch Mother’s Brew, or Clockwork Citrus Filet will be the best bets with this build.  Witchmother’s or Clockwork helps the most with sustain, while Bi Stat is if you can manage to sustain fine and just want big stats.

Potion Options: Spell Power Potions (Lady Smock, Corn Flower, and Water Hyacinth) is definitely ideal with this build, and will allow for 100% uptime on Major Sorcery, Intelligence, and Prophecy.  If you’re doing easier content or wish to save on money simply use Essence of Magicka. 

Race OptionsThe order for races in terms of holistic power is as follows;

Dunmer (best overall damage) > Altmer (very close overall damage and decent sustain) > Breton (close damage and better sustain) > Argonian (moderate damage but best sustain and healing)

Mundus Stone Options: If under 16000 Spell Penetration after buffs/debuffs are applied use The Lover (Physical and Spell Penetration).  If at or above 16000 Spell Penetration, or want damage and healing capabilities use The Apprentice (Spell Damage).  The Apprentice (Spell Damage)The Thief (Spell Critical) is ideal if you’re at or above 80% Critical Hit Damage, and are comfortable with your rotation.  If you’re struggling with sustain, do not opt to use The Atronach (Magicka Recoveryas there are better ways to obtain sustain.

Poisons Or Enchants: 

  • Front Bar; Flame or Shock Damage glyphs are idea.  Flame if your target will already have Concussion being applied to them, or Shock if you want the Minor Vulnerability.

  • Back Bar; Berserker or Absorb Magicka glyphs here.  Berserker offers the most raw damage, while Absorb Magicka helps if you’re struggling with sustain.

This segment shows the optimal CP setup for a player who is well knowledged in animation canceling and their rotation.

The Mage (Blue)

  • Elemental Expert – 43

  • Master-at-Arms – 66

  • Staff Expert – 9

  • Elfborn – 52

  • Spell Erosion – 28

  • Thaumaturge – 52

    • If your group is applying a lot of Spell Resistance Reduction buffs or you’re running a lot of innate Penetration, you can lower Spell Erosion.  Remember that if you add up all sources of Pen+Reduction and it’s over 18200, you’re not gaining any benefit.  If this is the case, start pumping up nodes like Master at Arms, Thaumaturge, and Staff Expert.

The Thief (Green)

  • Tenacity – 49

  • Arcanist – 49

  • Warlord – 40

  • Sprinter – 34

  • Tumbling – 56

  • Shadow Ward – 23

The Warrior (Red)

  • Elemental Defender – 37

  • Hardy – 37

  • Ironclad – 81

  • Thick Skinned – 61

  • Free 34 points

    • Keep in mind that each encounter has its own different damage types.  Some dungeons, trials, or boss encounters don’t deal Physical damage; so Hardy may become useless.  If you’re trying to optimize your mitigation always learn what sort of damage bosses deal, and change your CP accordingly.

Below is a rotation for group and solo settings as a damage dealing Templar with this build.  This rotation will work for both AoE and Single Target since our spammable has cleave potential.  I’ll mention slight differences between the two.  Here’s a simple video you can see for this rotation in quick action.  Feel free to slow down the video to see each action and where to fit in extra Light Attacks or ways to speed up animations!

Priority #1) Apply buffs/debuffs (non damaging).  These include; Elemental Drain (24s)*, Channeled Focus (22s), and Major Sorcery Potions (47.6s).  If you let your potion run to about 20-30s before engaging, you’ll be able to drink it sooner in combat for the Magicka return.

Priority #2) Apply damage over time effects.  These include; Blazing Spear (8s), Elemental Blockade (8s), Purifying Light (6s), and Reflective Light (6.5s).  If you’re in AoE, replace Reflective Light with Ritual of Retribution (12s) OR Solar Barrage (6s).  Make sure to Light Attack between each of these applications.

Priority #3) Begin “spam” mode.  Use Puncturing Sweeps or Lightning Fully Charged Heavy Attacks if you need sustain.  Try and aim these to hit the most amount of targets when in AoE.  You should only get off 2-3 of these per rotations.

Once your damage over time effects start fading, you’ll want to immediately go back and apply them.  Usually you’ll only have to cast Drain and/or Focus every 3 full rotations.  This is a very demanding rotation, and is a big reason why Templars feel so weak.  Keep practicing and remember, “When in doubt, Jabs out!”.

Set Locations

Seducers

Where to get;

Requires 3 Researched Traits and crafted at these locations

  • Grahtwood – Temple of the Eight

  • Stormhaven – Fisherman’s Island

  • Deshaan – Berezan’s Mine

How it performs;

This set is meant to offer beginner players a few extra set bonuses without costing too much.  Ease off this set as soon as you’re comfortable.

Law of Julianos

Where to get;

Requires 6 Researched Traits and crafted at these locations

  • Wrothgar – Boreal Forge

How it performs; An incredibly solid setup that offers us some nice Spell Damage.  This makes a prime candidate for a versatile setup between damage and healing, as well as AoE or single target damage.

Monster Sets

Shoulders come from the chests at the Undaunted Enclave.  Helmets drop in their respective dungeons.  Play around with configurations you like.

Willpower

Where to get;

Comes from treasure vaults inside Imperial City Prison.  Also drops from doing Random Daily Dungeons in the Group Finder.

How it performs; Mainly meant for beginner players who don’t have access to Jewelrycrafting, or dungeon sets, it won’t help you break any records but it’s a nice and easy to obtain BoE set that will help your damage and healing.

Mechanical Acuity

Where to get;

Requires 6 Researched Traits and crafted at these locations

  • Clockwork City – Pavillion of Artifice

How it performs; Even after the nerfs in Summerset, this is an incredibly efficient set that helps us focus on other stats other than Critical Strike.  While it might not be “BiS” in as many situations as before, it’s still very close to the next best thing.  Keep in mind that if you’re not comfortable with a rotation yet, this set will not do well for you.

Mantle of Siroria

Where to get;

Drops from Normal or Veteran Cloud Rest, located in Summerset, as well as placing on the Weekly Veteran Leaderboards for Cloud Rest, and the weekly coffer quest from either difficulty.

How it performs; Undeniably the best Magicka DPS set in the game, assuming you can keep the fully stacked effect active for the majority of the fight.  This means high mobility fights you won’t want to use this too much unless you’re really good at micromanagement.

Maelstrom Staff

Where to get;

Drops in Veteran Maelstrom Arena, as well as placing on the Weekly Veteran Maelstrom Arena Leaderboards.

How it performs; A huge boon to any Magicka DPS, offering immense DPS simply for casting Wall of Elements and Light or Heavy Attacking enemies inside it.

Perfected Asylum Staff

Where to get;

Drops in Veteran Asylum Sanctorum Hardmode, as well as placing on the Weekly Veteran Maelstrom Arena Leaderboards.

How it performs; If you’re deciding to run a ranged build with Force Pulse, this always will be a valuable staff.  The Imperfected Staff isn’t really worthwhile though.

Burning Spellweave

Where to get;

Drops from Normal or Veteran City of Ash I&II.

How it performs; On any class with enough Fire Damage, this is one of the best caster setups in the game.  Offering great Spell Damage from the proc, it also has a unique form of Burning that stacks with other forms, allowing it to still out perform Julianos even if it’s under the 57% mark on uptime in some situations.

Master Architect

Where to get;

Drops from Normal or Veteran Halls of Fabrication located in Morrowind, as well as on the Weekly Veteran Leaderboards for Halls of Fabrication, and the weekly coffer quest from either difficulty.

How it performs; Offering fantastic group utility when paired with Empowering Sweeps, this set is mainly for group DPS over selfish DPS.

Mother’s Sorrow

Where to get;

Deshaan world events including Dolmens, Public Dungeons, Delves, Quests, and Treasure Chests.

How it performs; If you’re not using Force Pulse, it’s going to out perform Acuity in most situations.  Sorrow offers 11.46% (70% uptime on 16.38% total) Spell Critical, while Acuity will needs to have an uptime of 21% (Acuity offers 54.2% Critical Rating when it activates with this build) or more to reach this.  In most cases this will no longer be attainable unless you’re super lucky or have a higher amount of Direct Damage.

Tips & Tricks

  • The Magicka Templar is a great class for players looking for a nice transition into Magicka DPS operations.  The class offers an easier starting point than any other!  “When in doubt, jabs out.”

  • Due to your immense amplifications to Healing and solid abilities to beef up your defensive power, this class is a great option if you find yourself dying more often than not.

  • Any time you see an Off Balance proc (denoted on a target by a dizzy symbol above their head) try and get 1 or 2 Fully Charged Heavy Attacks off.  This will help your sustain incredibly!

  • Even though this build is easy to pick up, it might be hard to master due to Puncturing Sweeps’s channel time.  You might have a harder time learning to weave the ability and manage your damage over time abilities.  Try and start with a simplistic rotation first and add more onto it as you go.

  • Don’t hesitate to experiment!  If something doesn’t work for you, try something else.  You can always revisit specific interactions or suggestions I’ve referenced when you feel confident.

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