Kidgangster101 wrote: »I have been using my magplar a lot lately. I have been using a few different set ups depending on the situation I'm in.
My main thing I am using is
Auroran thunder (depths of Mal drop)
Swift set
Pirate skeleton monster set
I never swap out the thunder set (very powerful set) but I use vicious death, (my wife is going to try bright throats), and monster sets I also use is skoria and grothdar (bombing only for groth).
I swap around a lot of moves often but I always keep topple charge (instant proc on thunder set). Always use sweeps as well.
I switch between resto staff/ shield and sword on healing bar, always lightning staff on front bar.
If this sounds good I can break down the setup even further for you but it is a lot of info lol.
PS do you play on PS4?
One thing as a templar you have to adapt to is being focused. What I do is bloodspawn and transmutation plus a weapon set, or bloodspawn and spinners with a healing weapon set. Pirate smelly works too, but I prefer BS for the stamina sustain.
That’s the foundation for all the builds I play.
For small group don’t worry about not being able to kill anyone solo, you shouldn’t be picking your own targets anyways unless you’re a full damage dealer. Best to find a melee and follow them around and assist them, throw some healing too especially if they’re cc’d.
One thing as a templar you have to adapt to is being focused. What I do is bloodspawn and transmutation plus a weapon set, or bloodspawn and spinners with a healing weapon set. Pirate smelly works too, but I prefer BS for the stamina sustain.
That’s the foundation for all the builds I play.
For small group don’t worry about not being able to kill anyone solo, you shouldn’t be picking your own targets anyways unless you’re a full damage dealer. Best to find a melee and follow them around and assist them, throw some healing too especially if they’re cc’d.
I was thinking of trying out Pirate Skelly for solo or lack of healer play. I am going mostly for DPS, outside of honor the dead, and ritual.
One thing as a templar you have to adapt to is being focused. What I do is bloodspawn and transmutation plus a weapon set, or bloodspawn and spinners with a healing weapon set. Pirate smelly works too, but I prefer BS for the stamina sustain.
That’s the foundation for all the builds I play.
For small group don’t worry about not being able to kill anyone solo, you shouldn’t be picking your own targets anyways unless you’re a full damage dealer. Best to find a melee and follow them around and assist them, throw some healing too especially if they’re cc’d.
I was thinking of trying out Pirate Skelly for solo or lack of healer play. I am going mostly for DPS, outside of honor the dead, and ritual.
Even with a healer it’s a good set. What drives healers nuts isn’t defile, it’s people who go from 100-0 health before they can get a single heal off.
I’d use a healing Ult too, they can turn the tide of a big battle.
I’d probably add healing ward and the BRP resto staff or mutagen plus the maelstrom resto staff for sustain on your back bar. Pen’s king for damage so I like spinners. If you don’t want a weapon set then harness magicka’s great.
Harness is okayish on a normal spec, where it performs really well is in tanky builds because it lasts longer and returns more magicka. Plus harness right before you engage gives you extra time to force the other player to go defensive so you don’t get stuck in your own htd spamming to stay alive downward cycle, if players see a close to execute range player it’s like a feeding frenzy and everyone will pile on.
Personally think heavy armour’s terrible for all mag classes. The heavy armour passives are a bit better then a full defensive set, and light armour passives are a bit better then a full offensive set.
I’d rather get my mitigation from anywhere other then wearing 5 heavy, including using the resists mundus. I’d rather all protective on jewellery, defensive trait on my weapons and the resists mundus then wear 5 heavy. You get a lot of pen and crit from 5 light.
Personally think heavy armour’s terrible for all mag classes. The heavy armour passives are a bit better then a full defensive set, and light armour passives are a bit better then a full offensive set.
I’d rather get my mitigation from anywhere other then wearing 5 heavy, including using the resists mundus. I’d rather all protective on jewellery, defensive trait on my weapons and the resists mundus then wear 5 heavy. You get a lot of pen and crit from 5 light.
In process of researching Protective, so that'll give me another option when it's done. Should help hopefully lol.
What do you all think of just running full damage sets like Bright-throat/ Spinner's and a defensive monster?
Personally think heavy armour’s terrible for all mag classes. The heavy armour passives are a bit better then a full defensive set, and light armour passives are a bit better then a full offensive set.
I’d rather get my mitigation from anywhere other then wearing 5 heavy, including using the resists mundus. I’d rather all protective on jewellery, defensive trait on my weapons and the resists mundus then wear 5 heavy. You get a lot of pen and crit from 5 light.
In process of researching Protective, so that'll give me another option when it's done. Should help hopefully lol.
What do you all think of just running full damage sets like Bright-throat/ Spinner's and a defensive monster?
How much stam does this give you?Personally think heavy armour’s terrible for all mag classes. The heavy armour passives are a bit better then a full defensive set, and light armour passives are a bit better then a full offensive set.
I’d rather get my mitigation from anywhere other then wearing 5 heavy, including using the resists mundus. I’d rather all protective on jewellery, defensive trait on my weapons and the resists mundus then wear 5 heavy. You get a lot of pen and crit from 5 light.
In process of researching Protective, so that'll give me another option when it's done. Should help hopefully lol.
What do you all think of just running full damage sets like Bright-throat/ Spinner's and a defensive monster?
I run that exactly+ bs and maelstrom resto backbar.
Double bloody mara a d full tri glyphs.
I hate blockspamming HOTD, so rapid regen helps me stay on my frontbar for.much longer.
I think heavy is good if you run dedicated heals/support. But if you want to do any kind of dps and actually be successful then light armor (5-1-1 or 5-2) is best. However that doesn’t mean you need to have low mitigation. Monster sets that give you armor buffs are good as well as the protective trait on jewelry. You might even consider being a Nord for the racial mitigation bonus.
Spinner and bright throat is a good combo. You can run a spinner destro on one bar and because you don’t need the penetration on your healing/buff bar you can run an arena resto if you like, or willpower. BRP resto could work here, or vma resto for extra sustain.
How much stam does this give you?Personally think heavy armour’s terrible for all mag classes. The heavy armour passives are a bit better then a full defensive set, and light armour passives are a bit better then a full offensive set.
I’d rather get my mitigation from anywhere other then wearing 5 heavy, including using the resists mundus. I’d rather all protective on jewellery, defensive trait on my weapons and the resists mundus then wear 5 heavy. You get a lot of pen and crit from 5 light.
In process of researching Protective, so that'll give me another option when it's done. Should help hopefully lol.
What do you all think of just running full damage sets like Bright-throat/ Spinner's and a defensive monster?
I run that exactly+ bs and maelstrom resto backbar.
Double bloody mara a d full tri glyphs.
I hate blockspamming HOTD, so rapid regen helps me stay on my frontbar for.much longer.
Finally my temp ban is over!
If looking for efficient sources of defense, here's the list currently tested:
- minor maim
- crit resist of 70%
- major protection
- block.
- speed
Everything else is a lesson on why everyone is running vulnerabilities/penetration or why bleeds make you their submissive.
Reasons why these sources are so good:
- maim occurs first in the calculation. It's potency isn't subject to the same diminishing returns as other % based Mitigation. It's also multiplicative against Vulnerability always, so you'll always get 15% reduction.
- people have 1.8-1.9 modifer now with minor force. To put that into perspective, even with 3300 crit resistance you are still taking 42% extra DMG on crits. That's like being hit by incap and 22% from a CP star except for free lol. You take only 20% extra DMG from crits if you run 4k or above. You do still need regular mitigation, but block/dodge/Templar minor protection goes alot way.
- major protection is nice chunk of Mitigation, but it's subtracted against any Vulnerability on you. For example, minor Vulnerability debuff means sets like pirate Skeleton is actually only 22% mitigation instead of 30 lol. It's still nice, but I wouldn't give up something like blood spawn or valkyn/grothdarr for.
- block OP. Imagine you had 50% mitigation through 3 defense sets, now imagine you having 50% * 30% because you pressed one button while wearing ice staff/snb weapon. And it stops cc attempts on everything except fossilize/rune cage/fear. Block OP.
- speed is funny because you force Los tactics and funnel 1v1 fights. Those that don't like speed haven't used it to dance around wardens. It's really potent if you can play correctly.
DMG Templar is the hardest spec to play but can be rewarding.
UppGRAYxDD wrote: »Btb/crafty/BS or skelly, Btb/shacklebreaker/bs or skelly, or Crafty/shacklebreaker/BS or Skelly in CP campaigns...run at least 1-2 protective, don’t be a vamp, slap some tristat enchants on, and always run a SnB or Icestaff on ur back bar. There are some other great setups but I find these to be the best all around for new and veteran magplars...
Edit: Don’t forget to run RAT!!!!
I found crafty a fotm thing because it’s new. Even classes like magblades and wardens tried combining it with Necro, because on paper it looks great having these massive magicka pools, but the problem is for damage pen’s king.
Spinners is a pretty small total now, so I like sharpened weapons and 5x light. I’ve found it’s more important to sustain and enough mitigation you don’t die every time you’re stunned and being hit with a burst combo.
I found crafty a fotm thing because it’s new. Even classes like magblades and wardens tried combining it with Necro, because on paper it looks great having these massive magicka pools, but the problem is for damage pen’s king.
Spinners is a pretty small total now, so I like sharpened weapons and 5x light. I’ve found it’s more important to sustain and enough mitigation you don’t die every time you’re stunned and being hit with a burst combo.
That has definitely been a key problem for me...
@Minno what us your preferred setup currently?
EtTuBrutus wrote: »Spinners vs crafty comes down to how you plan on utilizing your back bar. The difference in damage is small enough, while the difference in healing is large enough to point me towards crafty in open world.
But, certain play styles are built to thrive on the utility of a back bar weapon like masters though.
Plus there's the option to use a shield with craft/ tristats while with spinners/tristat you're shield isnt effective enough. My shield, when i rarely decide to slot it, can exceed 10k.
leepalmer95 wrote: »Just throw pirate skeleton and you're basically immortal on a magplar.