Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.
Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.
Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.
I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:
Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd
[mainbar] rally | rearming trap | potl | carve | jabs4
[Backbar] lingering ritual | endless hail | poison injection
first rally up, (maybe drop trap) and start from backbar:
Endless hail, block cancel
Lingering ritual, cancel however you want. Light atk doesn't hurt.
Poison injection, bar swap cancel
Trap beast, light attack cancel, cancel the light atk with carve.
potl, cancel however
Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
Endless hail, block cancel
Lingering ritual, cancel however
Poison injection, bar cancel
Rearming trap, light attack cancel, cancel again with carve
Potl
Jabs for 6 seconds, bar swap
Endless hail, block cancel
Ritual, cancel however
Poison injection, bar swap cancel
Rearming trap, light atk cancel, cancel light atk with carve
Potl
Jabs for 5 seconds, rally, and bar swap.
if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.
I hope this helps you out at all.
It does.
Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.
I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.
I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?
I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.
Anyhow, thanks for your input! That gives me a few things to try out.
All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?
Yes.
Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.
Stamplar has been the bottom of the food chain for dps, since forever? Maybe not in beta...
That being said with good gear and disciplined rotation you should be be close to 20k dps.
xblackroxe wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.
Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.
Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.
I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:
Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd
[mainbar] rally | rearming trap | potl | carve | jabs4
[Backbar] lingering ritual | endless hail | poison injection
first rally up, (maybe drop trap) and start from backbar:
Endless hail, block cancel
Lingering ritual, cancel however you want. Light atk doesn't hurt.
Poison injection, bar swap cancel
Trap beast, light attack cancel, cancel the light atk with carve.
potl, cancel however
Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
Endless hail, block cancel
Lingering ritual, cancel however
Poison injection, bar cancel
Rearming trap, light attack cancel, cancel again with carve
Potl
Jabs for 6 seconds, bar swap
Endless hail, block cancel
Ritual, cancel however
Poison injection, bar swap cancel
Rearming trap, light atk cancel, cancel light atk with carve
Potl
Jabs for 5 seconds, rally, and bar swap.
if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.
I hope this helps you out at all.
It does.
Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.
I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.
I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?
I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.
Anyhow, thanks for your input! That gives me a few things to try out.
All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?
Yes.
Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.
If you want just use it then. You'll loose dw ult rending dot much crit and the best stam aoe.
But if you just wanna play with a 2h then. Y all means do whats the most fun for you. Just don't expect numbers even close to dw players.
xblackroxe wrote: »
Only bc 90% of what stamplars used was broken af.
Ravager+caltrops, camo hunter,... to name a few.
HatchetHaro wrote: »36.5k on my Argonian stam DK, solo. Would be higher with different gear.
I'd say mine is doing fine, but I gotta work more for it.
xblackroxe wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Hmm. Well, you said you hate dw. So i'll work with you. first thing first I'd respec your skill morphs, you'll find some reset and are therefore hitting lower/costing more. 4-5 random normal dungeons will fix this. Also seems like you got alot of extra skillslots open.
Lingering ritual(or)restoring focus for major mending/tankyness with rally will buff your healing a bit. poison injection is a must, at execute mine hits for nearly 30k in vet dungeons.
Crit is also a must, since templars are heavy into applying dots/crit dmg. I'd include the 2h skill 'carve' as it applies a dot as well as builds ultimate faster. Don't forget you can weave between jabs, it does take practice. Hit your jabs button, tap light atk twice amd jabs again. Very smooth once you get it down.
I also noticed you're bending your rotation with potl, it's good to keep thst up but replacing it right away will cost you dps. I'd try something like:
Rearming trap, cancel light atk with carve, bar cancel, endless hail (block cancel) potl, poison injection bar cancel always! jabs. Remember you want to reapply dots right as they're wearing off, so figure only jab weaving for 5-6 seconds. So like 5 sec+dawnbreaker or 6 sec no dawnbreaker. you don't want to wait for visual cues either, if you time your rotation out you wont need them. If you put potl on mainbar it'll probly be faster to keep up, you definitely want it active while your dots are raming up tho. So I'd
[mainbar] rally | rearming trap | potl | carve | jabs4
[Backbar] lingering ritual | endless hail | poison injection
first rally up, (maybe drop trap) and start from backbar:
Endless hail, block cancel
Lingering ritual, cancel however you want. Light atk doesn't hurt.
Poison injection, bar swap cancel
Trap beast, light attack cancel, cancel the light atk with carve.
potl, cancel however
Jabs and light attack for 5 seconds, hit dawnbreaker, bar cancel
Endless hail, block cancel
Lingering ritual, cancel however
Poison injection, bar cancel
Rearming trap, light attack cancel, cancel again with carve
Potl
Jabs for 6 seconds, bar swap
Endless hail, block cancel
Ritual, cancel however
Poison injection, bar swap cancel
Rearming trap, light atk cancel, cancel light atk with carve
Potl
Jabs for 5 seconds, rally, and bar swap.
if you need to rally or drop an ulti simply jabs 1 less time. how you do it is really up to you, but you want to aim for a more automated system. Don't over focus on potl, if it runs out w/e you'll get back to it. Ideally you want to put it AFTER your dots are applied and BEFORE you jabs, that way it is giving fracture on the highest amount of incoming famage you have. Starting off with endless hail will allow it to build up the damage before potl is inflicted.
I hope this helps you out at all.
It does.
Yeah, I left utility skills out of the discussion, focusing on the dps rotation (I use vigor, ritual, etc ad hoc only when needed), and forgot poison injection, which goes on right after endless hail. My skill bars are very similar to what you wrote. Instead of focus, i have vigor and ritual on the back bar, where traps is also (so all the dot's are coming from the back bar, except merciless charge Maelstrom DoT.) Front bar is exactly the same, but repentance instead of carve. I've always ran repentance because I solo so much, but in a dungeon i think you might have a point with carve. I tested it in the PoL slot, and that was a definite dps loss, but in repentance's slot it makes sense.
I'm going to test your idea with PoL after DoT's. That might be significant, especially with Mael Endless Hail. I think PoL is going off before the end of Hail, where the highest damage occurs.
I'm not sure what you mean by bending the rotation with PoL. If I understand correctly, I may have given the wrong impression. The DoT's are definitely the priority. During a fight, I'm focusing on getting endless hail up immediately after it ends, along with injection and traps. Only after returning to the front bar does PoL go back up, and there's typically a second or two in the rotation when it's not up, which I think is OK if it increases the DoTs' uptimes. Is that what you meant?
I also weave mediums with jabs instead of lights. I might try that again, but I found on any lengthy fights the gains in ultimate don't counterbalance the loss of sustain. I end up running out of stam before a boss level char is down with light weaving. But, maybe there's some DPS to be found there, maybe putting a sustain enchant somewhere.
Anyhow, thanks for your input! That gives me a few things to try out.
All this talk about two-handed and no mention of the execute? Is it a DPS loss to use or something?
Yes.
Well I appreciate the succinct answer, could you please elaborate, I just leveled a stam temp and hate how much it feels like my stamblade and am looking for a good way(IE more then 20k dps) to do DPS with a two-handed weapon. I have a master sword and a Maelstrom Battle ax, both sharpened. So I would like to use one of them.
If you want just use it then. You'll loose dw ult rending dot much crit and the best stam aoe.
But if you just wanna play with a 2h then. Y all means do whats the most fun for you. Just don't expect numbers even close to dw players.
Lightspeedflashb14_ESO wrote:
"Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all.
All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.
I am a cat, so with all the passives andnsch I am around 70% crit anyways."
You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.
Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.
I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.
Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote:
"Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all.
All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.
I am a cat, so with all the passives andnsch I am around 70% crit anyways."
You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.
Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.
I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.
Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.
Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote:
"Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all.
All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.
I am a cat, so with all the passives andnsch I am around 70% crit anyways."
You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.
Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.
I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.
Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.
On a temp? I use jabs all the time, it is a better spamable then flurry cause of it being AOE and can proc burning light.
Again, I am fully aware of the dual meta, I have a a meta stamblade with my VMA dagger and ax. I am looking for tips on making two-handed work on a temp.
On having crit charge, is it really worth a slot, I mean carve is a better dot as you don't need to have distance and can hit more then one target.
I was thinking bars that look like this-
Rearming trap- rally- reverse slice- carve- jabs- dawnbreaker
Javalin- caltrops- PotL- endless hail- posion injection- ballista
Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote: »Ep1kMalware wrote: »Lightspeedflashb14_ESO wrote:
"Yes, I am fully aware that I will doing less DPS then duals, I have dual master daggers for when I want to be super competitive, IE in a trial and such, even though I wouldn't get invited to any super serious trial setting anyways with being a stamtemp and all.
All I am looking for is a two handed rotation that will be good enough for 4 man dungeons, IE greater than 20k dps. I already can get like 15k DPS just spaming jabs.
I am a cat, so with all the passives andnsch I am around 70% crit anyways."
You should be able to get 20k with some of the ideas in this thread. Right off the bat, beast traps should get you closer with a 70% crit. Two-handed skills that are almost must-haves for me are rally and charge. I think carve is good as well, though it's not part of my current rotation.
Temp skills to look at: definitely PotL, binding javelin is nice for ranged cc/damage, but honestly it's not so useful in group play.
I think that if you do a good job at keeping DoT's up and spam jabs in between, you will be at 20k.
Master dw weapons are yuck, maelstrom is the way to go because they massively buff your damage over time affects. Those DOT affects are where 2/3 of your dps comes from.
On a temp? I use jabs all the time, it is a better spamable then flurry cause of it being AOE and can proc burning light.
Again, I am fully aware of the dual meta, I have a a meta stamblade with my VMA dagger and ax. I am looking for tips on making two-handed work on a temp.
On having crit charge, is it really worth a slot, I mean carve is a better dot as you don't need to have distance and can hit more then one target.
I was thinking bars that look like this-
Rearming trap- rally- reverse slice- carve- jabs- dawnbreaker
Javalin- caltrops- PotL- endless hail- posion injection- ballista
I'd put dawnbreaker or our aedric spear ultimate on bow bar to gain the 10% crit damage. It'll be a bigger dps boost in the long run.