Feeling heavily inspired by Leo’s Build DK tank build and thread:
forums.elderscrollsonline.com/en-GB/discussion/219836/cor-leonis-dk-build-videos-lost-art-of-the-pvp-tank#latest
I wanted to put up a build for 1.7 that me and Abram have been working on for a group based Templar Healer/Tank. The Methodical, in depth and group oriented way of thinking showcased in Leo’s thread is something I think PvP guilds and players have lost touch with gradually since launch.
The purpose of this build was also inspired by a quote I heard from a player in 1.2:
“It doesn't matter how many HPS you can get, a dead healer doesn't heal ***” ~ Rooty San
With this in mind our goal for the build was this. Not only do we want to heal the group as much as possible, but we need to be survivable while doing so. Being a tank healer hybrid does amazing things for group. Not only do you provide healing and support abilities, you are also mitigating damage from enemies by taking the focus and being able to handle it. If they are beating on my shield, they are not beating on the DPS next to me who is squishier. This has proven to be almost as effective as a DK tank and in some ways more so as casting Breath of Life is like Taunt for PvP and is a sure way to have people focus you. This focus is another reason being tanky is a must.
GEAR
Chest: Heavy – Kagnaracs Hope (Infused) - Max Magicka
Shoulders: Heavy – Kagnaracs Hope (reinforced) - Max Magicka
Helm: Heavy – Kagnaracs Hope (Infused) - Max Magicka
Legs: Heavy – Kagnaracs Hope (Infused) - Max Magicka
Hands: Heavy – Seducer (reinforced) - Max Magicka
Belt: Light - Seducer (divines) - Max Magicka
Boots: Light – Seducer (divines) - Max Magicka
Neck: Arcane – Willpower – Spell damage
Ring: Arcane – Willpower – Reduced magicka cost
Ring: Arcane – Willpower – Reduced magicka cost
Weapons (first bar)
Sword: Kagnaracs Hope (Nirnhoned) – Disease
Shield: Seducer (Reinforced) – Max Magicka
Weapons (Seconds bar)
Sword: Seducer (Nirnhoned) – Disease
Shield: Seducer (Reinforced) – Max Magicka
The reason we have mixed matched sets on the weapons is so that on the offensive bar we complete the 5 piece Kagnaracs with only 4 seducer meaning we get the fast rez and extra spell damage here. On the second bar however, we lose those in exchange for the much better sustain of the seducer 8% reduced cost, which will allow us to spam heavy cost spells like Breath of life much longer and just manage our resources that bit better. This way we get the best of both worlds relevant to the situation.
You could run Infused on the shields as they are a big piece BUT firstly, they are also your highest piece for armour rating so the effect of reinforced will be maximised here. Secondly, your shields armour value gets nearly doubled if you have the 75 CP points into the steed tree. So again, any extra armour you can add to your shield is crucial
ABILITY BARS
Bar 1 – Sword and Shield: Offensive Bar
Dark Flare:
Only recently having swapped in Dark flare for Radiant destruction this ability has become a crucial aspect of the build. The small group AoE debuff is invaluable for quickly taking out those high priority and tanky target like healers and major DPS players
Toppling charge:
Good gap closer. Decent damage and a knock down. (though you may want to hold on the CC to allow for better CC such as fear)
Puncturing Sweep:
This will serve as your main DPS, both single target and AoE. The self-healing on this makes it very efficient and effective for sustain. This works best when you are able to funnel enemies into narrow spaces and can keep them all in front of you.
Proximity Detonation:
This is imperative for group play and every magicka build should be running it if they have it. This will serve as your co-ordinated group burst damage to bomb enemy large groups with. Time this with ultimates and other sources of significant damage. It will in a sense also work as a form of defence as it can force people to step back from you as it is about to go off.
Repentance:
One of the most efficient skills I the game. Free to cast and will tremendously increase your groups survivability. Unless using it solely for the passive, try not to have too many Templars in group using it as you can only absorb a corpse once anyway. This being said ensure to use it before the enemy does. Absorbing just 2-3 bodies will refill your stamina entirely.
Solar Prison:
This is a more expensive ultimate but the group damage mitigation and the powerful synergy if used can really turn the tide in a fight. Here you could also run barrier. However, we have found that with the changes in 1.7 the long damage mitigation from nova outweighs the barrier damage shield. This being said, For this build you do not have any points into bastion, so your shield strength is not optimal. For group play we prefer having our sorcs or even NB's run barrier.
Bar 2 - Sword and Shield: Healing/Tanking Bar
Blazing spear:
Either morph of this is fine. Luminous is a little better for group and doesn't hard CC allowing for fears or better CC to take its place. However, I take this morph because I am already lacking in DPS and the blazing spear dots can proc burning light which can lead to decent AoE DPS. Ensure to keep you and your group fighting in your shards at all times, both for damage and so the synergy is there when allies need it for stamina. It is important to keep a blazing spear ability on your defence bar so that you get the 15% extra block mitigation for physical attacks while on this bar.
Channelled Focus:
This is another buff you want to ensure you have active at all times. Both resistances it grants you will be felt and appreciated in combat. As well as this the magicka return it gives you equates to about 450 extra actual magicka regen and will erase any magicka sustain issues coupled with reduce costs and otherwise decent regen anyway.
Purifying ritual / (Purge/Cleanse)
Use either of these skill depending on group size. Groups of 4+ I will usually run purge so my group does not have to synergize to cleanse themselves. It is just more practical though it costs more and doesn't have a heal (HOWEVER, if you have enough sustain then the cleanse morph of purge is 10x better as the heal is amazing. I will be taking this morph once I have a few more CP and can invest even more into sustain)
Defensive stance
The passive alone from this skill earns its place on the bar. The reflect will mitigate a lot of damage and can be timed well for extra burst. I usually don’t waste stamina activating it unless a meteor is impending. Be sure to not spam this and conserve your stamina for blocking and rolling when needed.
Breath of life:
Your go to button. This is what you will use to heal your group and yourself. This skill is amazing and has never seen its way off my bars as a magicka Templar.
Remembrance:
This skill can really get you out of a tight corner. firstly is is a massive group heal and incredibly cheap ultimate cost for its value. it is essentially 4 seconds of group invincibility. I is also good because it can give your resources that small break if they need it. Though it does make you an obvious target with the goal of this build being half a tank this can be a good thing. At half the cost of barrier and lasting a few seconds I definitely think this is something all healers should run. I am having alot of luck leaving my barriers to my sorcs (though negate is also crucial) or better yet magicka NB's
STATS
I have all my attribute points into magicka, if you are a better race than me you may wish to put some into health. I am a Redguard which is far from ideal but when I started this game I had no idea what was what and just picked on preference. If I could re-select my race (fingers crossed one day we can) I would go either Breton, High elf, Imperial or even Nord.
With your buffs up your resistances go to 30k spell and 25k physical and with just a minor sorcery buff from any dawns wrath ability your spell damage goes to 2k. Though this isn't much it is not the purpose of the build to be offloading alot of damage.
CHAMPION POINTS
I have 394 CP. I am distributing them as follows.
Red Tree
- 100 points into steed: all into block expertise
- 32 points into Lady: all into hardy
- 0 points into Lord
Green Tree
- 10 points into tower: All into Magician
- 91 points into Lover: 10 into Mooncalf, 80 into Arcanist and 1 into healthy
- 30 points into Shadow: All into Tumbling
BlueTree
- 120 points into Apprentice: 73 into blessed, 27 into elfborn, 20 into Spell Erosion
- 0 points into Atronach:
- 11 points into Ritual: All into Thaumaturge
Lastly here is a video with some pointers and tips to guide you through the build, it showcases some of the strengths and play style aspects you need to consider when playing a similar role. ENJOY!
https://www.youtube.com/watch?v=xBjW-iORooA