Good news everyone!
Are you a Magicka Templar, and are you having problems performing well as a solo player? Do you want to consistently get high scores, and help your team win at the same time? Look no further!
This is my Battlegrounds-only Magicka Templar build, which i worked on during last patch (Morrowind) and just got the final polish with the Horns Of The Reach patch. I feel confident enough on the performance to share it. Truth be told - i NEED to share it, considering the huge amount of testing and theorycrafting that went into it.
This might be a long read. But if you do nothing else, do yourself the favor of at least reading the spoiler on the Pariah set. That is worth the read, if nothing else here is.
Origins
I feel that it is important for me to underline that this was not a Magicka Templar build to begin with. I set out with the goal of creating a BG's specific melee magicka-based tank build, with decent kill-potential. I started out with Magicka DK, and tried Magicka NB as well, with different versions of this final build. Only when i tried on my newly leveled Magicka Templar, did everything "click". So before creating and playing this build, i have NEVER played a Magicka Templar before. That should be a good indication, that this is pretty newbie-friendly.
Purpose of the Build
The purpose of this build is very simple; To put you at the top of your team scoreboard in any and all BG matches, as a solo player.
This build is NOT for open world or CP PvP. This is designed specifically to perform as a solo player in no CP BG's. With this build, i am scored as no. 1 on my team, in 9 out of 10 matches. Sure, we want to be able to actually win matches as well, by playing the objectives. But as a solo player, winning the match is not all up to you. Getting put in total potato groups, or set up against premades, will ruin your day, if your only goal is to win the match. As a solo player, it is important to have goals which you alone can be responsible for. And in this case, we want to be the best on our team, and outperform our teammates on the scoreboard.
Requirements
So what exactly is required, to get the highest possible scores in Battlegrounds, and consistently outperform your teammates, and help your team get the best chances of winning the match? Let's examine this, for each gametype.
Deathmatch
In Deathmatch you will score points, by killing your opponents. Also, the points will go to the team that gets the killing blow. So you need to be able to deliver decent damage and apply it so that you will get at least an Assist, if you fail to get the KB. Remember - even if the matchpoint goes to the other team - you can still score an assist for your own score. Besides from the ability to actually kill someone, you need the regular "1vX" package of survivability through mobility and healing/mitigation. You will find yourself outnumbered ALOT. But number one, is the ability to actually produce damage and apply it.
Capture the Relic
In Capture the relic, there is only one real way of scoring points. You need to be the one running the Relic. To run the Relic, you need two things; Mobility and Tanking. Pure and simple. If you only have one of these, you can be lucky and get some good runs - but you will not be able to consistently get 4+ relics per match. You need to be fast, and you need to be able to take a punch.
Domination
This is the most difficult gametype, to outperform your team in, due to the relative low maximum score, and intuitive scoring system. You get points by either capping flags, or killing opponents, while on a flag. So basically you need to be on a flag 24/7. If you are fighting outside a flag, you are doing it wrong. So first and foremost, you need speed. If you are unable to get to flags quickly, you won't score points, and your team won't score points either. That is really it. The ability to tank and/or kill people are of less immediate importance. And when choosing one of those, tankability will put you ahead in most cases, due the the overperforming Defensive Medals (1000 points!) that gets awarded for taking X damage on your own flag.
Now that we know the qualities we are looking for, let's jump right into it!
Gear Sets
5 x Pariah (3 Body / 2 Jewelry)
Pariah Set is highly underestimated. It gives you, as 5pc bonus (NOT counting the 3/4 set bonus) 2600 resist at 100% health, scaling linearly up to 7.000 at 50% and 10.000 at 10% health.
For the resistances, we are sitting at 33k Spell Resist and 30k Physical Resist, with full health and in our Rune (Major Resist). When we get to around 50% health, this will be increased to 37K Spell Resist and 34K Physical Resist by Pariah. And when we get within execute range, Spell Resist will go above 41k, and Physcial Resist 38K.
Now, someone might come and say; "But hey! The cap is at 32k!". Yes, that is correct. However, this is before any penetration from Traits, Passives, Skills etc. etc. is deducted. Even in this latest patch, with the nerf on Sharpened, it is pretty safe to assume that most people have about 5k Penetration. And on top of that, you have debuff skills and the simple mechanic of you not being able to keep up major resistances all the time (channeled focus). So having 5-10k resist above cap, when things are getting heated, will almost never be wasted. You will get debuffed, forget to refresh buff or face light armor sorc with spinners.
Next, i feel i need to explain how stacking resistances work. Unlike stacking Major/Minor Protection, and other similar types of mitigation - like Wizards Riposte (Maim) - resistances become MORE effective per resistance point, the more you stack. While the first 650 Resistance will reduce your incoming damage with 1%, the last 650 mitigation up to the 32000 cap, will reduce your relative incoming damage with 1,99%.
That is why, the Pariah set is really strong, on a Heavy Armor build, that already have decent resistance. If we want to compare to for example, Wizards Riposte, which most people believe is OP, the math goes like this;
You take 10.000 hit, with 25.000 Resist. You have 38,5% Mitigation and take 6150 damage
You take 10.000 hit, with 25.000 Resist and Riposte up on opponent. You have 38,5% mitigation and 15% further reduction BEFORE that. You take 5227 damage. In this case, Wizards Riposte is effectively reducing your damage with 15%, compared to not using it (6150 damage).
You take 10.000 hit, with 25.000 Resist and and additional 7000 Resist added (Pariah 5pc only - at 50% Health). You have 50% mitigation. You take 5000 damage. In this case, the added resistances from the Pariah set is adding 11,5% mitigation but is effectively reducing your damage with 18% (!), compared to not using it (6150 damage). At the absolute maximum efficiency (10% health and base resist of 22k) we are at 23% effective damage reduction. That is close to the damage reduction of a monster set like Pirate Skeleton.
Comparing the sets like this, might help to understand how powerful the Pariah set can be. We are talking about 18%+ damage reduction, with no cooldown, no RNG proc or anything like that. While it does scale up, as health goes down, this is linear, and STARTS at 2600 resist at full health.
5 x Knightslayer (2 Body / 2 Weapon / 1 Jewelry)
Main offensive set. We constantly work around heavy attacks and the purifying light timer.
2 x Troll King / 2 x Skoria
Troll King is a must-have in Capture the Relic and Chaosball. With Troll King, you will be able to tank the Relic / Ball far far far longer than should be possible. And remember; While Defile now also debuffs health regen - a Templar can just cleanse that... On top of that, you will help yourself, by helping your teammates. Anyone standing in your ritual will get that sweet sweet Troll King juice. I will often start any match with Troll King, and change it out, if i feel i am lacking damage in that specific match. Which leads us to Skoria. This is the offensive option for Deathmatch and Domination, where you need to be able to kill people. Everything we do, from Purifying Light, to Vampires Bane over to Sweeps will proc Skoria.
5 Heavy / 2L
Dualwield / Resto
Swords are Infused trait with Oblivion enchant, and Resto staff is Defending, with Drain Magicka poison.
ALL body pieces are Prismatic Tristat Enchants. I emphasize ALL. Even the small pieces you cheap ***.
3 x Magicka Recovery on Jewelry
Stats
Vampire??
NO. Absolutely not.
Being a vampire is ONLY worth it, if you are using Mist Form, which we are not. Please don't make me do the math again. But basically; Being a vampire means that you take 20% more damage from fire, no matter your current health. And fire is very common. The Undeath passive is crap for anyone not using shields. This passive will give you 30% damage reduction, only when you are effectively dead. When you are at 25% health - within execute range - you will get 15% damage reduction. I have tested this build extensively both with and without Vampire, and both theory and practice tells me, that being a vampire is hurting your tankability alot. The only upside is, that the regen passives will allow you to unslot Repentance and slot something else.
Potion
Lingering Restore Health + Speed
We use our pot to gain Major Expedition, which is just crucial to perform well in the fast paced meta that BG's have, due to the mechanics of both Domination and Capture the Relic / Chaosball. Also we get the passive healing, which not only makes us tanky in itself, it also helps to consistently and instantly proc Troll King.
Food
Witches Brew (Magicka / Health / Magicka Regen)
Mundus
Atronach
Race
Argonian
BiS Race for this. Race change if needed. The passive for regen on potion use, is underestimated and received a HUGE buff with Morrowind. Without this, the resource management gets too tough. The health is also needed, and the added Poison/Disease resistance synergyzes extremely well with this build. And healing received is a powerhouse passive as well for any Templar. If you are an Altmer, it might work OK, since the regen could be somewhat covered by the Altmer passives. But really - do the race change. Argonians are OP. You heard it here first.
SkillsFrontbar
Toppling Charge (Gapcloser and CC)
Purifying Light (Main Burst)
Vampires Bane (Open Slot. Use what you like)
Repentance (Passive skill for regen mainly)
Puncturing Sewepps (Spammable DPS)
Ult: Dawnbreaker / Soul Assault
I often pair my ult with my Monster Helm. I use SA with Skoria, and DB with TrollKing. If you use Soul Assault, remember that you HAVE to set it up with Purifying Light and Vampires Bane first, otherwise it will just hit like a wet noodle.
Backbar
Repentance (Yes, doubleslot for the regens)
Javelin (Main CC)
Channelled Focus (Major Resist + Regen)
Extended Ritual (Cleanse and Heal)
Honor The Dead (GTFO Heal)
Ult: Lights Champion (Oh *** Ultimate)
BG Specific Performance/Playstyle
So, we went through the different gamemodes at the beginning, to outline what is needed to consistently outperform your teammates in BG's. This build delivers the Mobility (Major Expedition Cleanse) and the Tankiness (Resistances + Passive/Active Healing) in abundance, and just the right amount of damage (Unresistable proc-damage), to be able to perform well in all game modes
Defensive Playstyle
This build is about being extremely tanky, by maximizing our resistances BEYOND the floating cap of 32000 / 50% and adding passive healing (Troll King + Lingering Restore Health).
Besides from Troll King, Pariah (and our general resistance-cap level) and the Lingering Health pot, we have extended ritual for cleansing and honor the dead as an Oh ***(!) heal. In short; It is impossible for a single person to kill you, unless you really really make mistakes. It will take 2+ people to take you down. When you get to 50% health, which is about 14k health, your resistances will shoot up, and make even the hardest hitting abilities, feel like wet noodles. On top of that, Troll King will proc instantly, thanks to our Lingering Health Pot. The amount of pressure required to kill you through all of that, is insane.
Combining the constant mobility from Major Expedition, with the passive tankiness from our resistances, lingering health pot and Troll King, means that instead of going into Mist Form, this build lets you cleanse whatever snares / roots are on you, and you can run away in the same manner. Just throw in an honor the dead heal when needed, and keep yourself cleansed of snares and roots. I have tested extensively, and found that having regular Major Expedition paired with Cleanse and Heal spam, is far more effective and cost-efficient, than using Mist Form. Mist Form has HUGE resource cost, and prevents any rebounding on your health. At least this is the case, when we have so high resistances.
I am personally a big fan of passive tanking. Meaning that i can tank alot of damage, without actively using GCD to heal, dodgeroll or otherwise force myself into a defensive position. With this build, you can be offensive 90% of the time, as you do not need to worry about your health, untill you are feeling really pressured and hitting the 30% marker.
Offensive Playstyle
While this build is not a One-Shot ganking build, or even a well-balanced burst build, it is able to kill almost any target - and is a direct counter to Permablocker and Shieldstackers, which we see plenty of in BG, and are the most difficult targets to kill, for ordinary builds.
We are using Unresistable damage from Knightslayer and our Oblivion enchant, to crush our targets - and use these to buff up Purifying Light, to set up the burst. Our rotation is simply centered around purifying light and heavy attacking into sweeps. If we are using Skoria, that will get added into the mix of course.
The rotation is quite simple;
Purifying Light - Charge - Heavy Attack - Sweeps - Heavy Attack - Sweeps (and Purifying Light will go off right after that final sweep.) You can put up Vampires Bane before starting above, for some added pressure. If you have Ult up, you can throw that in, instead of the first or second Sweeps. The trick to heavy attack weaving is the most simple in the game. Hold down your heavy, and spam the living *** out of your ability button. The ability will fire and AC your heavy exactly at the point it is fully charged. This means that even a total newbie, can perfectly AC a heavy attack, down to microseconds.
The thing with above is, that a heavy attack followed by the 1 sec channel from sweeps matches perfectly with the OB enchant cooldown, on Infused weapon. If you spam heavy attack with a normal skill, you will not be able to proc it with every heavy. But when using sweeps, the timing gets aligned just right. This means that every heavy swing will deal about 3.5k Oblivion damage (Enchant + Knightslayer). This is free damage, both in terms of GCD and Resources. In fact, the heavy helps you greatly with stamina sustain.
And here comes the second trick; purifying light is the only skill (to my knowledge) that will effectively increase the damage from Oblivion Enchant / Knightslayer. While it does not buff it directly, the Oblivion damage does indeed count towards the final damage of this ability, and is therefore effectively boosting the Oblivion damage with 20% (!). In the regular rotation above, we have 7K unresistable damage. Add on top of this the sweeps and heavy attacks / an ultimate, and you will easily get a purifying light hit of about 3-5K solo.
Sure, this is not by any means a huge killing machine. Only a few targets will die in a single rotation - and those that do, are often due to other people helping. This is first and foremost a tanky build. But considering just how tanky the build is, and that we have less than 4k combined power (Magicka/10 + Spell Power) the damage output can be quite surprising. In any other build setup, with these stats, we should not be able to kill anything at all. And this scales up, the more tanky your target is. The permablocking DK's and Shieldstacking sorcs gets panicky real quick. The most difficult targets are dodgerolling NB's or Healing light armor Templars.
Educational Videos
Disclaimer: These videos are NOT 1vX montages. I am not Sypher. I am not Kodi. etc. etc. I get carried by my builds, and my actual playing skills are only just above average. Please do not expect anything else, but examples of how to play this build, like the creator (me) intended. Also, i am horrible at saving videos. Somehow i always forget to save the clip, when something awesome happens, and just end up with all the clips of me failing, which i always save for later review to improve skills / builds.
With that said - Lets begin!
Deathmatch Highlight / Ending
https://youtu.be/z_RuCdOHEsM
This is the ending of a Deathmatch which my team lost, but i was scored highest on team scoreboard, as per the goal of the build.
This deathmatch was interesting, because i had to swap out the offensive Skoria, which i normally use in Deathmatch, for Troll King, because the opposing teams delivered much more pressure than usual. If you are on PC-EU, you will recognize some of those names on opposing team. So i died a couple of times, which usually will get me to change out, as i did here. The effect on tankability is pretty evident in this clip.
Fun to notice, is the first Xv1 on the Sorcerer. If you slow down, you will see he gets an 8,5k shield just as he gets out of CC. Unfortunately for him, this build does not care about that shield at all. Probably would have died anyway, but still...
CTF Highlight
https://youtu.be/jmwzeBy2eFo
This is a short highlight from the beginning of a CTF match, that i think showcases pretty honestly, what the build can and cannot do. I am tanking the entire team, splitting them up, and managing to get some kills in the process. Kills do not come easily when solo and outnumbered, but they do come - as this shows.
CTF Full Match
https://youtu.be/5H-dqGRb5Ig
Again; This is NOT a highlight. This is a full CTF match, to educate anyone interested on how to play this build succesfully, in CTF matches. Watch it at your own peril.
While this may not be the most actionpacked match, and pretty much a walkover, it is nice and short, and thus serves the purpose well.
Domination Full Match
https://youtu.be/Zx_ZD1aZSns
Again again; This is NOT a highlight. This is a full DOM match, to educate anyone interested on how to play this build succesfully, in DOM matches.
In this particular match, my team is not able to actually win, but as per the purpose of the build, i do get the highscore on my own team. But i do make several mistakes during this match. Especially with failed usage of SA, which really needs proper setup and timing, to do anything but tickle.
The End
Phew... That was quite a wall of text. If you made it this far, thanks for reading!