I've been working on this build for a long time and after numerous requests for it, I figured I'd finally share it. It originally started off as a means of countering proc sets and ganking but evolved into a solid all-rounder with a unique focus on area denial and unrelenting offense that lends itself to duels as well as group and 1vX gameplay.
I asked my friends for a name for the build and the best suggestion was "applesauce."
So I present to you
Slania Isara's Applesauce Templar Build.
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So the basic idea that sets this build apart from most Templar setups is that I haven't gone DW swords and abandoned weaving. Instead of focusing on raw power, the damage output comes from more varied sources. This lets you adapt to any situation and you can pretty much do full damage from any distance, meaning you never have to let up. There is a constant stream of damage output, rather than having the wildly uneven experience that hard-cast flares and dual-wielded swords gives you. This versatility opens up a lot more possibilities for offense and defense, allowing a more balanced stat distribution so you can approach different enemy builds or PvP scenarios with different strategies, making the whole experience a lot more fun.
I have a short video clip of this build in action, minus Skoria and my poisons. I was using Iceheart when it was recorded. I don't think this video is particularly good because I was shaky at the time, due to a medical condition. Still, it's a solid representation of the play style. I intend to make better videos at some point.
https://youtu.be/nv2mlWvIq7gGear & Stats
The gear for this build may not seem exceptional, but that's the beauty of it. It's well-rounded, because that's what magplars excel at. The stat sheet doesn't look very impressive, either. As you can see, the magicka, spell damage, and critical values appear mediocre, even if unbuffed. Don't let that fool you; the offense of this build is the best I've seen from a magicka Templar. The offensive strength comes more from the style than the raw numbers.
I put all of my stats into magicka.
- 2x Valkyn Skoria
- 5x Kagrenac's Hope
- 3x Willpower
- 1x Maelstrom / Master Inferno Staff
- 2x Seducer Sword and Shield
For your gear, you want loads of impenetrable traits. I personally run six impenetrable and one sturdy, but you may want all impenetrable, at least to start out. There are no damage avoidance tricks with this build, and you just have to take it. I also run six heavy pieces and one light. Light armor is no longer viable as a main armor type for magicka templars due to the lack of damage avoidance and the introduction of proc sets. The stamina return it gives you is also a huge benefit. Furthermore, heavy armor improves your health pool and increases resource return from heavy attacks.
Use magicka enchants on all gear, including your shield. I use three regeneration enchants on the jewelry because magicka sustain would be an issue with all of that heavy, otherwise. Because of the nature of this build, your offense won't suffer from lack of spell damage. Weapon enchants do not matter as much, as you'll be using a poison on your primary bar. Your staff should ideally be sharpened and your sword defending.
I use
Valkyn Skoria for the health and the burst. While Homestead makes this proc no longer crit, other players won't be critting you with their two-or-three procs set, either. The inferno damage buff will offset it. If you need a more defensive style, try Iceheart, a greatly underestimated set. Grothdar is okay, too, but I find the health and burst of Skoria outweighs the steady damage it provides. I believe Slimecraw would make a good option here as well. Feel free to use Malubeth if you're the kind of person Marsellus Wallace allegedly looks like.
The centerpiece of the gear is
Kagrenac's Hope. This set has a wide array of stats, including health, magicka, regeneration, and spell damage, as well as a resurrection speed bonus for group play. I prefer this set to others because it has no gimmicks or requirements; it just works. It also avoids spell critical, which is easily the weakest spell-focused stat for this build.
Because I have a Maelstrom weapon, I use
Willpower jewelry to get the most out of these slots. If you do not have a Maelstrom weapon, you may be better off using something like Bloodthorn here, as well as on your weapon bars.
The weapon choice is what makes this build. The
Maelstrom Inferno Staff provides 189 passive spell damage, offsetting a lot of what you lose by not using two swords. Despite being hidden with a poison, as it is considered part of the Maelstrom enchant, the 189 spell damage is still there. Weave often and heavy attack for magicka return. You may have to get more creative if you do not have a Maelstrom weapon.
For my back bar, I wanted more magicka return, so I went with a two-piece
Seducer setup. If you need more health, try Endurance. If Endurance is too hard to find, crafted Arena set gear is easy enough to obtain, but only provides roughly 2/3 the health of Endurance. I used to run Endurance but I found the extra health useless mid-fight because you had to heal back up after bar swapping from the lower-health bar.
Boon & Champion Points
For my Mundus Stone, I chose the thief. The increased crit works well in and out of PvP so I just set it and forget it.
Champion points focus on the balanced theme of the build with plenty of raw offense and defense. You have blocking capability and I went heavily into Hardy over Elemental Defender because Breton Templars have inherently higher magic resistance.
Build link, courtesy of Deltia's Gaming.Apprentice
- 27 Blessed
- 3 Spell Erosion
- 15 Elfborn
- 80 Elemental Expert
Ritual
Tower
Lover
Shadow
- 20 Shadow Ward
- 10 Tumbling
Steed
Lady
- 50 Elemental Defender
- 90 Hardy
Lord
- 10 Expert Defender
- 20 Quick Recovery
Potions, Poison, and Food
Food is a simple choice; dual-stat health and magicka. Your stamina pool isn't as much of an issue with this build, as you can actively sustain it. You want your primary stats as high as they'll go.
Another important element of this build is poison. I don't think a lot of magicka users consider poisons in their builds but it works exceptionally well with the weaving element. I prefer to use Ravage Health + Creeping Ravage Health poisons, as they're simple, effective, and relatively innocuous from a balance perspective (looking at you, resource cost poisons). I do not go for three effects because I prefer the damage length of only two. Simply put, they add plenty of burst, even if they're not magicka-based and don't benefit from CPs. You can of course use any poison you prefer.
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For potions, I use two or three, depending on the situation. My primary potion is defensive. I use Lingering Health + Major Vitality potions. Having less healing options makes this potion of huge benefit. It's basically 1vX in a bottle. I generally keep my wheel on this potion in case of surprise attacks.
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My second most used potion is a basic magicka restore and Major Sorcery potion. It's simple enough to make and gives you much-needed sustain in long fights. I opt not to get the spell crit buff as well because I can get it from Vampire's Bane and this keeps potion cost lower.
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I also use detection potions if I'm hunting down gankers. I didn't have any left to screenshot, but they come in different varieties. I usually craft them with Major Vitality as well, since the idea is usually to confront players stacking proc sets.
Inferno Staff
Your first bar is an inferno staff. Lightning may also work as well. The homestead update is bringing a destruction staff passive that adds 8% damage boost to single-target (inferno) or AoE (lightning) spells. I believe inferno will provide more benefit for a PvP magplar, and the ability to weave medium attacks certainly helps. This bar is all about offense. Part of what makes the offense work with this build is that you don't waste time bar swapping between attacks. It's all here.
Just remember to always weave. It may take some time to learn a good rotation for each encounter but it flows well and feels a lot more natural than a DW bar. Even with weaker stats, it's much more potent and melts most players with ease.
Puncturing Sweep is your bread and butter for melee-range combat. It's high-damage, heals you, and procs more damage via Burning Light. This is your go-to when other DoT effects are up.
Radiant Destruction is an obvious must for a magplar. It's easily the best execute in the game and ZOS decided to nerf it in the wrong way, completely ignoring player feedback. The damage nerf will come out to something like 14.7% less when you include the 8% damage buff from an inferno staff. It will be practically identical to pre-homestead viability. Don't be bad. Don't use this ability over 50% health unless the target is obviously going to die during the channel.
Toppling Charge is a gap closer and stun combo. Use it often. It is sometimes worth backing away from an opponent to get a stun out, but be careful not to waste too much time against heavy snares from melee builds, such as tremorscale. Also be aware this spell will occasionally lock you into the animation. You can fix this by blocking, but this bug is still here from launch, despite being "fixed" a good ten times or so. Stun, count to six, and stun again. Remember this rule and you'll win against anyone who can't sustain stamina.
Wall of Elements is a widely misunderstood spell for PvP and that will work in your favor. It's admittedly not a ton of damage outright, but it ignores block, sometimes applies poisons, and pulls players out of stealth. Players who move out of it can be coerced in to or out of locations you don't want them to be. However, most players won't consider it a significant threat, which lets you throw out just a bit more damage to aid in burst. It's also fun to throw into minefields that sorcerers camp in. Over the course of a duel, this spell can do a lot for you whether your opponent underestimates it or not.
Vampire's Bane will be your go-to weaving spell and generally your opener. It does a fair amount of immediate damage but a ton of damage over time. Weaving it with medium or light inferno attacks can melt a lot of players pretty quickly. This spell is also a solid option for when you are being repeatedly rooted and can't turn around for Puncturing Sweep. The snare is also useful for tracking down fleeing enemies, allowing you to get into range to charge. Lastly, it provides a crit buff to you while active. Watch for reflects, but generally try to keep this spell up 100% of the time.
Soul Assault is a decent enough ultimate. If used correctly, it provides stun immunity and burst at key moments in a fight, generally allowing you to break stalemates. It's also very effective against fleeing gankblades. I defaulted to this ultimate because the only useful class-based magicka PvP ult for Templars was Crescent Sweep, which was a solid option but deals physical damage now. Meteor is usually okay but any skilled player will block it and move out of the AoE. The destro ult is expensive and admittedly cheesy, and everyone knows how to counter it at this point. As Templars do not have a block break for Meteor, I find Soul Assault more useful. Just watch your health while you channel it and don't be afraid to bar swap to cancel it and heal if needed. It's a cheap ultimate and not worth dying over.
Sword & Shield
The second bar is a fully defensive shield bar. I opted for a shield over a resto staff for the increased defensive capabilities and the ultimate. Blocking plays a major role in gank / burst defense and a resto staff just won't cut it. You should be on this bar between fights for the defensive and regenerative benefits.
Volcanic Rune is buffed in Homestead. It provides a safety net for enemies using gap closers, allows you to stun players without moving away to charge, and even does a bit of damage. It plays well into the area denial theme and is also a huge boon for 1vX gameplay, particularly in towers. Again, this is a fun spell to toss into a sorcerer minefield.
Structured Entropy has numerous uses. First of all, it makes you significantly harder to gank by giving you passive health. It also provides a means of getting your spell damage buff without being forced to use potions. The healing it provides isn't too bad, either.
Channeled Focus is another spell that benefits from the area denial focus. Your Wall of Elements and Volcanic Rune can go a long way to keeping your focus
your house, so to speak. The benefits of this spell are obvious, with a defensive buff and a ton of magicka return. Keep it up at all times.
Honor the Dead is the obvious morph choice for PvP, in my opinion. The sustain it provides allows you to be a lot more liberal in its use, but it may hurt you in group play. With this build, Breath of Life is just too expensive. Anyway, I'm sure you all know this heal is essential.
Extended Ritual is now the 5-effect cleanser. Use it often if you have enemies layering DoTs on you. The heal isn't bad, either.
Spell Wall is a big reason I switched to S&B for my back bar. It's a fantastic defensive ultimate but it allows you to swap back to your primary bar for offense if you want. It can also be the final nail in the coffin for a sorcerer, making them frag themselves. Best of all, it's only 96 ultimate for a Templar, and the cost is identical to Soul Assault, so you get a consistent experience between bars and don't have to worry about being tempted by a readied ultimate while saving for an expensive one.