Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
https://eso.justlootit.com/solo-magicka-templar-eso-build/
It is very comprehensive, and includes skills, CP allocation, gear recommendations etc.
Are you trying to build like a solo PVE or something? I wouldn’t use pale order in an organized group.
Finish your Kinras and False gods to get 5 pieces each. If you must use pale order, then get a Kinras shoulder in place of your monster set and run a medium monster helm (like slime craw). (Make use of medium armor passives). Bahsei would be a good substitute for false gods.
Like others said, there are lots of good sites for build ideas. Google eso Templar builds.
@Zayrownd Nerienth is an absolute meta monster Set for templars if they use their jabs! Not necessarily always the best option but neither a bad one.
@sparky_bandit The 5th bonus of false god is useless for damage if you don't need the sustain, what you usually don't do in group content (that's why false god even if not the worst set overall is still considered the worst trial set). Also it's common to use only 3 / 4 pieces of false god if using a monster set with an mythic or even 2 arena weapons.
@OP
Ditch pale order ring.
If you want to use a mythic use one of those:
1. Harpooners wading kilt (strongest but doesn't work always, still does work in most encounters)
2. Mora's Whispers (strong but you have to collect all books)
3. Markyn Ring of Majesty (ok, increases also survivability)
4. Death dealers Fete (ok, increases also survivability a little bit more and easens sustain a little bit, but has a built up time)
If you want to use a mythic it is more optimal to use 1 piece slimecraw and 2 complete 5 piece sets instead of a monster set.
Arena weapons: They for sure will boost your damage! Usually you back bar them and break one of the 5 piece sets on the back bar
Maelstrom staff: you will need that wall of elements skill on the back bar and do light attacks to benefit from this weapon.
Maelstrom Two Hander (will be heavily nerft next patch): Just use the stampede skill and unleash 2 really strong dots (1 from the arena weapon). But if you already use a two hander back bar, carve is a nice skill because it is a 30s lasting dot.
Are you keeping 5 stacks of kinras at about 90% of the time, not just at a dummy but in real contant (especially if you front bar it only because of an arena weapon)? If not, ditch that set it gets really really bad, almost useless below this thresholds and replace it with something that gives you almost the same damage.
Some options:
Pillars of nirn is a really strong and easy to play option, as far as I know it's the strongest non AOE proc set.
Another option is tzogvin, whch has also stacks but the stacks are easier to keep up if you have high crit chance and several hits per sec (dots, jabs), Frees up a Skill slot because you don't need a minor force skill (good for classes like sorc not sure about templar).
Advancing Yokeda: stacks + melee (not sure if jabs count as melee, probably they do). This set provides one of the highest crit bonuses possible, boosting all your damage.
Even Medusa is stronger than kinras if you cant safely keep up the stacks. But it's still a worse option than others.
if you are below the crit damage cap of 125%, probably the new craftable set orders wrath is the strongest option you have (it stacks with minor force skills).
For trial sets:
Any of them is better than False god (even as non perfected version), also because one of the root sources for their strength is the minor slayer buff and because it doesn't stack it often isn't recommended to wear 2 of them.
Bahsei! It is stronger even if your mag pool remains high, but surpasses almost any set in the game if you can keep your mag at a low level.
Relequen (really strong but only single target)
Siroria (strong but you have to learn to play it, also it doesn't work well in mobile fights but still can be better than false god in mobile fights)
Yandir (a little bit weaker than siroria but works in mobile fights, too, definitely stronger than false god in any situation)
Sul Xan (really strong against adds and bosses with adds, weak if there are no adds at all)
Coral Riptide (similar to bahsei but you have to keep your stamina low instead of your Magicka, but works on Magicka chars, too).
Whorl of the Depths (strong, easy)
General: Don't use a shock staff, it's even often weaker on Sorcs than the flame staff, especially when using the maelstrom staff against single targets.
Mundus: thief
All body Gear: divine with max Magicka, 1-2 medium, rest light.
Back bar weapon: infused + increased weapon damage
Front bar weapon:
flame staff + precise + flame enchancemenr
or even better, especially if you can stay melee (as templar you usually do!):
daggers (main hand: nirnhoed, off hand: charged) and then flame + poison enchancement
Jewelry: Bloodthirsty + Spell Damage
Buff food: ghastly eye balls (more sustain and damage) or mother's potent brew (a little bit extra health)
Attributes: All into Magicka
Moon Hunter
Set bonus
(2 items) Adds 129 Weapon and Spell Damage
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) When your alchemical poison fires, increase your Weapon and Spell Damage by 547 for 8 seconds.
Burning Spell Weave
Set bonus
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Spell Damage
(4 items) Adds 657 Spell Critical
(5 items) When you deal damage with a Flame Damage ability, you apply the Burning status effect to the enemy and increase your Spell Damage by 490 for 8 seconds. These effects can occur once every 12 seconds.
Thrassian Stranglers
Set bonus
(1 item) Killing an enemy grants you a stack of Sload's Call for 1 hour, up to a maximum of 50 stacks. Each stack increases your Weapon Damage and Spell Damage by 23, reduces your Maximum Health by 120, and reduces effectiveness of your damage shields by 1%. Sload's Call is lost if you remove Thrassian Stranglers, go invisible, or crouch.
Balorgh
Set bonus
(1 item) Adds 129 Weapon and Spell Damage
(2 items) When you use an Ultimate ability, you gain Weapon Damage and Spell Damage equal to the amount of total Ultimate consumed, and Physical and Spell Penetration equal to 23 times the amount for 12 seconds.
Armor Of The Trainee
Set bonus
(1 item) Adds 1454 Maximum Health
(2 items) Adds 1454 Maximum Magicka
(3 items) Adds 1454 Maximum Stamina
SETUP:
Main weap: Moon Hunter Greatsword (Nirnhorned) with any poison
Backbar Weap: Burning Spellweave Flame Staff (Infused)
Head: Balorgh (Divines)
Shoulder: Balorgh (divines)
Chest: Armor of the trainee (Divines) for more max hp
Waist: Moonhunter (Divines)
Arm: Thrassian Stanglers (Divines)
Legs: Moonhunter (divines)
Feet: Moonhunter (divines)
Necklace: Burning Spellweave (infused)
Ring 1 + 2: Burning Spellweave (infused)
Race: Highelf - Dark elf or Orc
Mundus: The Apprentice
Food: Mistral Banana - Bunny Hash
Potion: Spell Power Potion
SKILL:
Main Weapon: TWO HANDER -
Stampede
Extended Ritual or Solar Barrage
Barbed Trap
Puncturing Sweep
Inner Light
ULT: Flawless Dawnbreaker
Backup Weapon: INFERNO STAFF
Elemental Blockade
Vampire’s Bane
Elemental Drain
Channeled Focus
Simmering Frenzy or Degeneration
ULT: Swarming Scion
ROTATION:
Buffs
Buff with Simmering Frenzy or Degeneration as well as Channeled Focus. Maintain Elemental Drain on the enemy and use Extended Ritual if needed for healing.
Main Rotation
Start on the Backbar with Vampire’s Bane followed by Elemental Blockade -> Bar Swap
Cast Stampede, followed by Barbed Trap and 3-4 Puncturing Sweep.
CREDIT: This build is made and put together by HackTheMinotaur
Balorgh, Moon Hunter and Burning Spellwave are burst sets, which boost the spell damage without 100% uptime. This can be even in PVE strong for short bursty fights (trash for example). But also the build doesnt seem to have high crit values, while stacking spell damage leads to dimishing returns which can be surpassed with investing into crit, because it is an additional damage multiplier.
The build might be probably ok but I am really sceptical if it can compete with the more classic builds at prolongt fights in PVE (like boss fights from 100% to 0%).