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Question for VR solo templars / Tactics

Silowyi
Silowyi
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Before I get into the question, yes, I know that some things require grouping.

When I'm exploring, hunting resources, etc. I often run into those "packs" of 3-5 enemies and they present a substantial challenge, especially the archers. I know that sorcerers have a way of dealing with these larger outdoor groups but I was wondering what kind of tactics other "solo" Templars employ besides just avoiding them. I'm a light wearing (2 pieces of heavy) Templar with resto staff and just curious for tactics I might not have thought of.

thanks!
  • mitchbone101b14_ESO
    forget the names but morphed light spell hits 3 peeps at once, spam it till they are low, hit em w/ that spear jab jab jab kb, if any are left staff them down or do a vamp drain if available... anything really. The dmg lines have plenty of aoe morphs and w/ spear knock down world packs of mobs that arent elite types are face roll (only CC immune elites are even a challenge usually). mages guild has a knock up morph ground target spell, and that aoe spear shard thing is redic for 5 packs. Vamp ulti is rediculous..morphed to heal and *** huge groups, has a 90% uptime as it fills so quickly with drains and light spell spam. Honestly templars /w decent mana regen and the right morphs just romp regular pve, once you get some decent skills unlocked and morphed.

    On a side note, all passives are your friend. Make sure you have enough points in health (i have around 35, 0 into stam. Use hp/mana food all of the time. Drop the 2 heavy and go full cloth for more spell pen, regen, etc etc etc.

    hope this helps
    Edited by mitchbone101b14_ESO on 22 May 2014 16:44
  • Reenlister
    Reenlister
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    This is a good question, but as a Heavy Tank I don't think I can offer you a good strategy, as what works for me wont work for you...
    I do however want to see this maybe move up to be seen for you!
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
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    Volcanic Rune is the morph of Fire Rune in the Mage's Guild skill line and it's a great crowd control ability. You can throw it down and entire groups of enemies will be thrown up in the air for you to aoe without worrying about getting swarmed. It also looks really cool.
  • Silowyi
    Silowyi
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    I hadn't tried Vlocanic rune, I'll work on getting that going, thanks!

    As for the spear, I guess I morphed it wrong and didn't take the multi-target one. Too expensive to respec so will try to work around that! The morphed light spell I have is fine but archers will eat you alive while you're spamming that.
    Edited by Silowyi on 22 May 2014 16:42
  • mitchbone101b14_ESO
    Silowyi wrote: »
    I hadn't tried Vlocanic rune, I'll work on getting that going, thanks!

    As for the spear, I guess I morphed it wrong and didn't take the multi-target one. Too expensive to respec so will try to work around that! The morphed light spell I have is fine but archers will eat you alive while you're spamming that.

    if archers are the issue keep them knocked down and burn them down first. The spear shards ability is aoe by default, u can choose to make it group synergy heavy or ground aoe dot. either way the initial damage when it drops isnt bad for the radius. spam and walk. Are you a WW? if so poison resist is what you need. I play my templar as a dungeon healer and mostly caster type dps so I went vamp. consider changing if WW? On the other hand had you gone vamp w/ no fire resist your post might be asking for help w/ those mage packs instead of archers lol. But at least you would have a stun/leach that trivializes any mob that isnt CC immune by a combination of knock downs and stun/hp leach.

    Edited by mitchbone101b14_ESO on 22 May 2014 16:53
  • Silowyi
    Silowyi
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    I didn't go vamp or WW, just staying "normal"!
  • mitchbone101b14_ESO
    Silowyi wrote: »
    I didn't go vamp or WW, just staying "normal"!

    suggest considering vamp line then. The ulti is perfect for group or solo play, the drain spell fills you from a speck of hp to full in one round and takes off like 50% of their hp while stunning them completely. The mana regen is great. The health regen debuff from the line isnt important as you can self heal so many ways and the fire debuff from the line can be mitigated by resist chanting your jewelry and being half decent and avoiding fire dmg in general.
  • Vlaxitov
    Vlaxitov
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    Half light half heavy armor, half spec'd in both. 2h + resto staff + healing tree. At that point archers are the easiest mob to kill in the game as you can keep them stunned like half the time.
  • mitchbone101b14_ESO
    Vlaxitov wrote: »
    Half light half heavy armor, half spec'd in both. 2h + resto staff + healing tree. At that point archers are the easiest mob to kill in the game as you can keep them stunned like half the time.

    With spear alone you can keep them on the ground 100% of the time.

  • Vlaxitov
    Vlaxitov
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    With spear alone you can keep them on the ground 100% of the time.

    Yeah I've seen that too but with the light/heavy armor and 2h/resto set up I'm running I could take out packs of mobs at a time that include archers. Maybe you can too but I usually notice other templars being kind of cautious.
  • Tankqull
    Tankqull
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    firewall, pulse, vulcanic rune no problem with groups so far. 3-7 can be, depending on the compositon, done easily.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Alpha_Protocol
    Alpha_Protocol
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    I have to wonder why you're wearing 2 heavy / 5 light. Seven light would give you higher crit/spell resist, more magicka/spell damage. To mitigate periods of heavy incoming damage swap to a 1 hand & shield and cast Radiant Ward or Explosive Shield.

    For ranged groups, swap to a one-hand/shield. Cast Explosive Charge to close the distance. Shield bash, Puncturing Sweep, Restoring Focus, Repentance and then swap back to Resto-staff.

    Volcanic rune is great for ranged mobs if you can't close the distance.

    Edit: as far as the heavy versus light armor debate... you'll get more out of using those two extra pieces of light with "infused" trait and enchanted with health than you'd get from the extra armor of heavy armor.
    Edited by Alpha_Protocol on 22 May 2014 18:26
  • Silowyi
    Silowyi
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    I thought the light regen bonus caps at 5 pieces
  • Silowyi
    Silowyi
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    PS what's "firewall"?
  • Alpha_Protocol
    Alpha_Protocol
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    Silowyi wrote: »
    I thought the light regen bonus caps at 5 pieces

    Spell crit is increased for a set of 5 pieces or more.

    Spell resist is for "each" piece worn.

    Magicka regen is for "each" piece worn.

    Magicka cost reduced for "each" piece worn.

    Edit: if there's a cap it's not indicated in the tool-tip... if I'm wrong that's BS! :D
    Silowyi wrote: »
    PS what's "firewall"?

    He's referring to Destro skill Elemental Wall.. with Inferno Staff.
    Edited by Alpha_Protocol on 22 May 2014 18:33
  • Silowyi
    Silowyi
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    I could be wrong, that happens frequently! Will switch to all light although the extra armor was nice!

    Oh ok, I don't use inferno staff and I was wondering what I had missed! TY!
    Edited by Silowyi on 22 May 2014 18:34
  • Alpha_Protocol
    Alpha_Protocol
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    Silowyi wrote: »
    I could be wrong, that happens frequently! Will switch to all light although the extra armor was nice!

    Like I was saying, armor is not as good as health in this game. If you take a piece of "light" armor and put the "infused" trait on it and then enchant it with health you will get more out of it because it will buff your HP pool, give you "some" armor (although not as much) and buff your spell damage/magicka pool.

    It may take some adjusting, and having the 1 hand & shield for emergencies will help.
    Edited by Alpha_Protocol on 22 May 2014 18:36
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