It's time for an update to the build for some reason formerly known as "Applesauce." I made some last-minute changes to boost the offensive capabilities and it's working out well.
So the basic idea that sets this build apart from a lot of 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.
(maybe a video here in the future)Gear & 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. 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 and flow of the build rather than the raw numbers. Glass cannons can be fun, but why choose between offense and defense?
I put all of my stats into magicka.
- 2x Valkyn Skoria
- 5x Kagrenac's Hope
- 3x Willpower
- 1x Maelstrom / Master lightning staff (or inferno if you'd prefer that)
- 2x Seducer Sword and Shield
If you do not have Maelstrom gear, you can try replacing Willpower and Seducer for something like Arch-Mage, Bloodthorn, Curse Eater, or Lamia, and having a 4-piece front and 5-piece back bar setup. Remember, always gold your weapons. I am also about to start working on a guide for easy Maelstrom runs as a magicka templar, including easy Flawless title runs.
For your gear, you want loads of impenetrable traits. I personally run five impenetrable (six with shield) and two invigorating, but you may want more impenetrable traits if you're struggling. There are no damage avoidance tricks with this build, and you just have to take it. I run five heavy pieces and one light. Light armor is better now than before as a main armor type for magicka templars due to the nerf to proc sets, but I still find heavy to be vastly superior. The stamina return it gives you is a huge benefit. Furthermore, heavy armor improves your health pool and increases resource return from your heavy attacks.
Invigorating traits may not appear impressive at first glance, but they're far more useful in PvP than you may imagine. PvP is going to strain your health, magicka, and stamina all at once, so every bit of that 11-11-11 is going to help. This build aims to squeeze as much offense out of it as you can while being on the fine line of sustainability. Invigorating traits nudge that line in your favor.
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. Weapon enchants do not matter as much, as you'll be using a poison on your primary bar. I use a stamina drain enchant on the back bar for a little added boost when I need to heavy attack for stamina. Your staff should ideally be sharpened and your sword nirnhoned, but you can make the primary bar work with any offensive trait and the back bar with defending or powered. I prefer nirnhoned on the back because DoTs will continue to receive benefits while you're healing.
I use
Valkyn Skoria for the health and the burst. While Homestead made this proc no longer crit, it's still a hefty amount of burst. It's also the new thing to complain about now that stamina proc sets have been nerfed so much. I don't see it as being overpowered because magicka users aren't stacking two-or-three proc sets with it. That said, it's a lot more potent in BGs and non-CP camps. If you need a more defensive style, try Iceheart. 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. Maw and Shadowrend may even work with the recent changes. 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 in my opinion, easily the weakest spell-focused stat for PvP. If you're having trouble sustaining your stamina,
Shacklebreaker is a great option. It's about equal in terms of damage output but will boost your stamina and stamina regen at the cost of health and allied player revive speed.
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 the sets I mentioned before.
The weapon choice is what makes this build. The
Maelstrom Lightning Staff provides 189 passive spell damage and an 8% bonus to area attacks like sweeps and walls, 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.
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 Mage. The increased magicka works well in and out of PvP so I just set it and forget it. The Mage provides a hefty boost to your magicka pool and is within a percentage or two of the Apprentice stone. The biggest benefit is that passive magicka bonuses have a 100% uptime, whereas Major Sorcery is dependent upon you rebuffing it. The Mage will always be at 100% efficiency without requiring active attention, as the Apprentice does.
Champion points focus on the balanced theme of the build with plenty of raw offense and defense. The new front-loaded CP system really helps get a variety of stats. I've made an effort to keep my CPs as close to whole percentages as possible because of "CP jump points." I have not verified if those are a thing or not myself but it's an interesting read.
Apprentice
With the change to more front-loaded CPs and the better Mundus stones, critical damage is no longer all that great for magplars in PvP. Focusing on raw damage is far superior because most people are going to be running some degree of impen, anyway. Blessed took a nerf and really isn't worth how many points it asks for to get any benefit.
- 0 Blessed
- 13 Elfborn
- 23 Elemental Expert
- 19 Spell Erosion
Atronach
Much more going on here since CP changes.
- 39 Staff Expert
- 51 Master-at-Arms
Ritual
Off-balance is huge. Sweeps are huge. Thaumaturge should be huge.
Tower
Lover
- 23 Mooncalf
- 56 Arcanist
- 4 Healthy
- 37 Tenacity
Shadow
- 20 Shadow Ward
- 11 Tumbling
Steed
Getting this over 75 points is a must. The health return when you take critical damage is very useful.
Lady
Hardy and Elemental defender took a big hit in exchange for Thick Skinned and Ironclad. They aren't nearly as important as they used to be.
- 48 Thick Skinned
- 27 Elemental Defender
- 27 Hardy
Lord
Healing yourself is very important and a bit more physical resistance will offset using two light armor pieces.
- 15 Quick Recovery
- 15 Heavy Armor Focus
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.
For potions, I use two or three, depending on the situation. My primary potion is defensive. I use Speed + Lingering Health potions. Having less healing options due to not using a resto staff 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.
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.
I also use detection potions if I'm hunting down gankers. I usually craft them with Major Vitality, since the idea is usually to confront players stacking proc sets.
Lightning Staff
Your first bar is a lightning staff. Inferno may also work as well. As I said before, the inferno staff passives make this very effective. 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 without additional set bonuses and the 5% global damage increase, 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, but there are reports it is bugged and not scaling damage properly. Don't be bad. Don't use this ability over 50% health unless the target is obviously going to die during the channel.
Radiant Glory is also a very solid option and the healing it provides you is fantastic.
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, sets enemies off balance, 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. 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 ultimate on cast and 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 great 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. I've also been experimenting with
Dawnbreaker of Smiting. It's looking promising so far!
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 has been buffed a couple of times this year. 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.
Degeneration has numerous uses. First of all, it makes you significantly harder to kill by giving you health return while you're heavy attacking for magicka or stamina. It also provides a means of getting your spell damage buff without being forced to use potions. The direct healing it provides isn't too bad, either.
Channeled Focus is another spell that benefits from the area denial theme. 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 the 5-effect cleanser. It's very tempting to use Retribution for the wide-area stealth killer, but cleanse is king in PvP. Use it often if you have enemies layering DoTs on you. The heal and minor mending passive are also very useful.
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.