I'm trying to get into PvP in this game as a pure healer, but having real problems with sustain and damage reduction.
I've tried using multiple different sets so far - Transmutation, Impreg, Fortified Brass, Seducers, Trollking Monster set etc
I've tried using both full light, full heavy - 2 staffs, 1 staff / sword n board
I've tried using different skills to deflect damage and help with stuns like Timestop (far too slow IMHO), Piercing Javelin / Explosive Charge and the staple defences like Rune Focus/Living Dark/Ritual etc
I know I suck and I'm a noob, but I just can't for the life of me 'get it'.
No matter what setup I use, even in a 1v1 encounter it always goes the same way. Softening up - stun - burst - dead.
I was always under the impression that the Templar could be built to be basically indestructible in a 1v1 situation but I just cannot find a guide / practical example on how to build and play the spec.
Can anyone give me some practical advice in this regard?
I don't want to actually kill other players. I want to be able to heal my team members, provide the anchor in your take and hold Battlegrounds and frustrate the DPS style players not being able to kill me.
I need to understand gear - spec - skills to use because right now, I seriously just don't understand it and the whole situation is frustrating me to a point where I've almost given up trying.
Haaaalp!?!!???!!!
I'm trying to get into PvP in this game as a pure healer, but having real problems with sustain and damage reduction.
I've tried using multiple different sets so far - Transmutation, Impreg, Fortified Brass, Seducers, Trollking Monster set etc
I've tried using both full light, full heavy - 2 staffs, 1 staff / sword n board
I've tried using different skills to deflect damage and help with stuns like Timestop (far too slow IMHO), Piercing Javelin / Explosive Charge and the staple defences like Rune Focus/Living Dark/Ritual etc
I know I suck and I'm a noob, but I just can't for the life of me 'get it'.
No matter what setup I use, even in a 1v1 encounter it always goes the same way. Softening up - stun - burst - dead.
I was always under the impression that the Templar could be built to be basically indestructible in a 1v1 situation but I just cannot find a guide / practical example on how to build and play the spec.
Can anyone give me some practical advice in this regard?
I don't want to actually kill other players. I want to be able to heal my team members, provide the anchor in your take and hold Battlegrounds and frustrate the DPS style players not being able to kill me.
I need to understand gear - spec - skills to use because right now, I seriously just don't understand it and the whole situation is frustrating me to a point where I've almost given up trying.
Haaaalp!?!!???!!!
If you want to be a support/heal in Cyrodiil, you will not going to win against equally skilled opponent who is geared/skilled out for burst dps on 1 vs 1. Cannot have it all.
Bur as a support/heal, you can definitely stay alive for draw or wait for your teammate to assist you. After all, your stated your purpose is to heal and support group. You can certainly add few ranged attack that also heal/debuff to assist with kill.
Since you already have transmutation and impregnable sets already, give this a try. Just remember, this isn't geared/skilled for 1v1 PvP but supporting role in Cyrodiil.
I use
Bloodspawn helm/shoulder (heavy/heavy) in impen
Impregnable chest (heavy) in infuse
Impregnable leg (heavy) in impen
Impregnable boot/hand/belt (heavy/med/light) in sturdy
Transmutation (arcane) w mag recovery
Transmutation sword in defending
Transmutation shield in impen
I use Tri-stat for head/chest/leg/shield
Front: puncture sweep or repentenc, race against time, ritual of retribution, channeled focus, breath of life, crescent sweep/remembrance
Back: unstable core, vampire bane, structured entropy, efficient purge/flexible, radiating regen, solar prison
Usual ulti use of solar prison or remembrance during siege breach/flag capture. Backbar unstable core, vampire, and entropy for range dam in group play.
You are tanky enough w blocking to survive blindside 1 vs 1 ganking.
Atm I'm running the Heals & Dreams setup from Dottz
https://dottzgaming.com/build/heals-and-dreams-magicka-templar-pvp-build/
And I'm utter crap at it. Been trying for days but I seriously just cannot get the hang of it.
Has anyone else been able to use this to good effect because I just can't make this build work either.
It's getting frustrating!!
EtTuBrutus wrote: »
Yea I see that
EtTuBrutus wrote: »EtTuBrutus wrote: »
Yea I see that
To an unsuspecting zerg surfer :
dark flare (still can hit hard) with reflective into a toppling / cresent all hits about the same time and can be devastating.
Atm I'm running the Heals & Dreams setup from Dottz
https://dottzgaming.com/build/heals-and-dreams-magicka-templar-pvp-build/
And I'm utter crap at it. Been trying for days but I seriously just cannot get the hang of it.
Has anyone else been able to use this to good effect because I just can't make this build work either.
It's getting frustrating!!
Hexquisite wrote: »Really you just have to stick with it and learn from experience, Most healers and even support healers die all the time, my friends who hop on heals or support heals get frustrated and switch back to DPS within 30 mins all the time. I have so many deaths from my first year playing it is crazy--but now I get salty tells accusing me of cheating.
You really have a lot of Skills to play with, I can heal my Small group fine with just ER, Radiating Regen and Hasty Prayer or BOL. I do not use a healing ulti, I use Crescent or Nova or Temporal Guard.
P.S. If you are running a huge group, as a new healer you probs can really only heal 4 people. Big groups try to have 1 healer for every 4 or 5 people it seems.
With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Not if you're not using actual skills from Staff line...You don't get the free Magicka if you don't kill with a Destro skill, you don't get the penetration without a Destro skill, Flat 6% damage to direct damage with Fire Destro? Templars use both DD and AOE...Lightning Staff? Same as before. Only benefit that I see from staves over 2H is Ele Drain giving breach and magicka steal (which I've played with and without and it's not needed) and LA weaving for more damage and/or HA resource gain. That's the only two advantages of using Staves. If you're speaking specifically about ranged play only I could see your point. However, on a Melee Magplar you don't need a staff. You can get your ranged abilities from Sun Fire and Entropy and gap close with Toppling.
Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Not if you're not using actual skills from Staff line...You don't get the free Magicka if you don't kill with a Destro skill, you don't get the penetration without a Destro skill, Flat 6% damage to direct damage with Fire Destro? Templars use both DD and AOE...Lightning Staff? Same as before. Only benefit that I see from staves over 2H is Ele Drain giving breach and magicka steal (which I've played with and without and it's not needed) and LA weaving for more damage and/or HA resource gain. That's the only two advantages of using Staves. If you're speaking specifically about ranged play only I could see your point. However, on a Melee Magplar you don't need a staff. You can get your ranged abilities from Sun Fire and Entropy and gap close with Toppling.
Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Not if you're not using actual skills from Staff line...You don't get the free Magicka if you don't kill with a Destro skill, you don't get the penetration without a Destro skill, Flat 6% damage to direct damage with Fire Destro? Templars use both DD and AOE...Lightning Staff? Same as before. Only benefit that I see from staves over 2H is Ele Drain giving breach and magicka steal (which I've played with and without and it's not needed) and LA weaving for more damage and/or HA resource gain. That's the only two advantages of using Staves. If you're speaking specifically about ranged play only I could see your point. However, on a Melee Magplar you don't need a staff. You can get your ranged abilities from Sun Fire and Entropy and gap close with Toppling.
EtTuBrutus wrote: »Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Not if you're not using actual skills from Staff line...You don't get the free Magicka if you don't kill with a Destro skill, you don't get the penetration without a Destro skill, Flat 6% damage to direct damage with Fire Destro? Templars use both DD and AOE...Lightning Staff? Same as before. Only benefit that I see from staves over 2H is Ele Drain giving breach and magicka steal (which I've played with and without and it's not needed) and LA weaving for more damage and/or HA resource gain. That's the only two advantages of using Staves. If you're speaking specifically about ranged play only I could see your point. However, on a Melee Magplar you don't need a staff. You can get your ranged abilities from Sun Fire and Entropy and gap close with Toppling.
Breach is the best skill in the game to increase templar dps and sustain. U can still run a destro and 2h though.
It gives you the increase in damage but 2h does that and healing better for sure.
The stam sustain is on kill ok on magplar, certainly doesn't hurt, but the the faster heavier than a staff is where the real situation is.
Ranged attack weaving is huge imo. Light attack toppling with a glyph proc is a much better way to start a combo than simply toppling, like 4k dmg better. It's very easy to create space and toppling an opponent with expedition and snare/cc immunity gives u time to do 1 jab.
Im not saying 2h is bad at all. Ive played it. But there are tons of instances vs skilled opponents where ranged light attacks are the difference in them feeling pressure and staying defensive where it wouldn't be possible using 2h.
Jabbs_Giggity wrote: »
Backbar Ice Staff.You can still get your Ele Drain + LA from range. 2H on Damage bar. Block with Magicka and save your stam for BF or DR
Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »EtTuBrutus wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »With the reduction to dots, jabs becoming direct damage and more than likely going Into a burst meta I'm thinking wizards reposte (double barred) might not be bad option again
Shadow Rend + Swift + Spinner is going to be better for melee burst next patch. Either DW or 2H front bar (or Fire Staff) and Resto Back Bar or Ice Staff (if running DW/2H). This would be my best guess for Magplar Melee burst next patch as DoT's will be dead based on current PTS notes. If Natch Potes change, we'll see.
I would bet onslought will see a nerf, as it's really OP at min to the point mag classes are using it for the 100% pen dor 12 seconds
2H on melee magplar isn't even just benefited by using Onslaught. You get 30% Stam Regen on kill, flat 6% damage increase and 10% damage increase to next skill after full heavy attack...That alone is a much better passive combo than Staves.
It's definately better than dw. But staffs definately have tons of advantages over 2h.
Not if you're not using actual skills from Staff line...You don't get the free Magicka if you don't kill with a Destro skill, you don't get the penetration without a Destro skill, Flat 6% damage to direct damage with Fire Destro? Templars use both DD and AOE...Lightning Staff? Same as before. Only benefit that I see from staves over 2H is Ele Drain giving breach and magicka steal (which I've played with and without and it's not needed) and LA weaving for more damage and/or HA resource gain. That's the only two advantages of using Staves. If you're speaking specifically about ranged play only I could see your point. However, on a Melee Magplar you don't need a staff. You can get your ranged abilities from Sun Fire and Entropy and gap close with Toppling.
Breach is the best skill in the game to increase templar dps and sustain. U can still run a destro and 2h though.
It gives you the increase in damage but 2h does that and healing better for sure.
The stam sustain is on kill ok on magplar, certainly doesn't hurt, but the the faster heavier than a staff is where the real situation is.
Ranged attack weaving is huge imo. Light attack toppling with a glyph proc is a much better way to start a combo than simply toppling, like 4k dmg better. It's very easy to create space and toppling an opponent with expedition and snare/cc immunity gives u time to do 1 jab.
Im not saying 2h is bad at all. Ive played it. But there are tons of instances vs skilled opponents where ranged light attacks are the difference in them feeling pressure and staying defensive where it wouldn't be possible using 2h.
Backbar Ice Staff.You can still get your Ele Drain + LA from range. 2H on Damage bar. Block with Magicka and save your stam for BF or DR
Blocking with magicka is a huge mistake, leaving the 2 points out of the first destro staff passive is the best choice imo.