soniku4ikblis wrote: »That's cool. Maybe some people go into PVP blind and unsure of their combos and dps performance. No problem.
Anyway, curious to find out if anyone has anything helpful to add. 'Preciate it. If not, cool story.
Hi! I've got some cheap beer for ye!soniku4ikblis wrote: »Hail, friends. Nice to meet a fine sod such as yourself.
LOL He was fighting people so weak they couldn't kill the npcs, 0 value clip.
BTB/NMA is the only good build, potentate back bar, offensive monster helm. .
MartiniDaniels wrote: »Hi! I've got some cheap beer for ye!soniku4ikblis wrote: »Hail, friends. Nice to meet a fine sod such as yourself.Reference to Baldur's Gate if I got you right
How about Zaan? with all the downsides of this set, it adds a lot of dps to any pressure build.
BTB/NMA is the only good build, potentate back bar, offensive monster helm.War Maiden is not enough damage, and light gives you defensive buffs for your offensive skills, which is pretty much the worst thing you could do, give me offense on my defense or offense on my offense, defense on my offense makes you purely weaker. You will never deal enough damage to another bloodspawn user if you're also using bloodspawn, and almost every other class/build in the game gets more from bloodspawn then magplar. Slimecraw is good, balorgh is my favorite. Grothdarr is trash, so is valkyn. Lover mundus is the only mundus you should consider running. You need tri pots or unstoppable pots if you ever want to 1vx, which means degen and inner light on front bar. If you want to kill things, you need the best execute in the game clearly. So now your front bar is Beam, Toppling Charge, Degen, Sweeps, Inner Light, and sweep. Purifying light and dark flare are trash tier hyper telegraphed actually low impact skills. You aren't bursting people with those becaue they can react SOOO easily, especially when you take 3 seconds to apply a 6s duration skill, then channel a 1s skill, and then your opponent will never wonder what's coming next--toppling charge, time to LOS, block, or roll! You need to EXPLODE in 1-2s not take 3s casting weak ass skills and another 3s following up on something that should always fail against any experienced player.
Backbar you need to be able to buff your offense a little too, I use channeled accel because templars already have snare/immob removal. This is where I also have living dark for minor sorcery. Rune, Honor the Dead, ritual of retribution, and s&b ult fill in the rest. s&b ult is never to be underestimated as an offensive tool, allowing unchecked aggression, combined with a break free and an unstoppable potion, you have around 20 seconds of pure, undeniable assault. Against good players, s&b ult will allow you to swap to front bar, especially in combination with living dark. You could also put degen back here and run ele drain on front bar.
Magplar in my mind is pretty high up the totem pole, clearly it's no stamcromancer, but I believe it is one of the classes that has the capability of doing well against nearly all matchups, unlike say a sorc vs a nightblade. If you can learn what chars you have a tough time against and how to exploit their weaknesses, which unfortunately a lot of the time is just whenever bloodspawn's proc wears off, you can do a lot more.
The burst in this build is much higher than yours, because it's so fast. The key is buffing major sorcery, channeling a heavy attack, and going immediately into toppling charge>ult>beam/sweeps. Because beam ticks before the animation or a light attack missile could fire, most squishy builds can simply be HA>charge>beam and they're gone. Tankier ones you can use a balorgh ult and maybe a sweep or two, but the idea is, if you're not killing someone in the 2-3 second window you have, you're not going to. This is why your 6s+ build sucks so much, no one cares about how much damage you do in 6 seconds, that's literally a full cast time of vigor+whatever other hots they have going up. Defile is also highly overrated, you're a burst class, you need to focus the correct target and if you do it shouldn't matter about their healing because they're either cc'd and dead or someone else is healing them and that's who you should be ccing and killing. And like I said, it's about timing, you don't dash in after you see them pop a vigor, you wait one or two seconds, channel a heavy, THEN go in. Sweeps ARE NOT a viable source of healing, it is an offensive skill ONLY and should
I would also say cp is the wrong place to play cyro, there's nothing that's improved about it imo, especially for a magplar. You relish the lack of crit resist and % mitigation becuase your damage revolves around pen and crit. Also 1vx on magplar is basically 1vx on a stamplar with worse resource management, damage, and heals since magplars are basically melee anyway. Small scale group play and larger engagements are where the templar can shine, additional teammates allowing more focus on target selection and aggression than cycling defense with small windows of aggression. Also, now that templar is one of the last classes that uses a travel ability, it should be very hard for people to get away from you, especially with channeled accel.
Dks should only be hard because of their leap, now you know your window of opportunity it should be easy to exploit their weakness. Stamsorcs can also be tricky, but remember, windows of time. If you can charge in just as hurricane is about to expire, now they're either down a tool fighting you or down a GCD in combat with you. I have issues with necros sometimes, because they have just so much sustain and damage reduction, but you should never be trying to kill anything fully buffed up. Wardens used to be tricky but as soon as you learn the window you can smack anything around. I've lost and won many fights purely based on the need/decision to re-apply a buff instead of use a damage/heal skill.
Unstoppable pots also are immense in these difficult matchups, breeaking free once, popping a potion for some extra resources and unstoppable means streak is EXTREMELY bad against you, since you have charge, DK ult is basically a much worse kind of sweep as just an aoe direct damage ability, and everyone has cc in pvp, so you just figure out what you need to counter cc wise and pop a pot when appropriate.
MarzAttakz wrote: »Thank you, very nicely put, are the nuances the following:
5L 1M 1H (3 tri-stat + magicka)
Swift + Regen, Arcane + Spell Damage, Arcane + Spell Damage
Fire Staff (Nirnhoned + Shock/Damage)
Dagger (Defending + Damage), Shield (Sturdy + Stamina)
Thanks in advance.
MarzAttakz wrote: »Thank you, very nicely put, are the nuances the following:
5L 1M 1H (3 tri-stat + magicka)
Swift + Regen, Arcane + Spell Damage, Arcane + Spell Damage
Fire Staff (Nirnhoned + Shock/Damage)
Dagger (Defending + Damage), Shield (Sturdy + Stamina)
Thanks in advance.
I personally use 3x infused Spell damage jewels, I think those are very flexible though, would highly recommend a regen until you get good at heavy attacking players. Remember if they block you don't get resources, so spam lights if they're hard blocking to wear their resources. I don't feel swift is as good on templars as other classes because of the dash and jabs applies a slow, but swift is never useless. I Also use sharpened staff, nirn and infused are fine too, personal preference, same with glyph. I find shock helps melt the most, but damage provides more utility. And I have defending/impen back bar, with mag on my sheild to help make up for the loss of Inner Light and Degen passives, and I think I could count the number of times I've proc'd back bar s&b enchant on one hand. If you want more offense, I have a potentate ice staff I can ele drain on and proc the berserker enchant, but nearly always I have plenty of damage and just need the survivability. I have 3 of them, powered/defending/infused and all perform pretty similarly, but defending is the most balanced of them. I hardly ever use them anymore though.
At this point it's mostly personal preference, if you don't like s&b ult, probaly go sturdy, but part of the beauty of that backbar is that it provides so much flat damage reduction and healing blocking isn't always necessary. The issue with having stats on one bar and not on the other is they don't transfer, so when you swap to back bar mid combat, the stam enchant does 0 because you'll have the max stam from your front bar, and if you buff back bar, you definitely want the mag. However, with tri pots you might notice the backbar max stam. Could also throw on tri glyph if you have the resources. Also wep doesn't matter with s&b, whatever you like the look of the most is the BIS one.
So to recap, my build is::
Heavy/Medium Impen Balorgh, mag shoulders tri head.
5x light BTB impen, tri chest and pants, mag everything else
3x NMA jewels, infused spell damage
NMA Inferno, Sharpened Shock
Backbar Potentate Axe, defending with default enchant, Potentate shield impen with mag
Either Spring Loaded Infusion for balanced stats or Disastrouly Bloody Mara for pure offense.
Unstoppable/mag/hp pots
Front bar Skills: Radiant oppression, Toppling Charge, Degen, Sweeps, Inner Light, Crescent Sweep
Back bar: Channeled Focus, Living Dark, Ritual of Retribution, Honor the Dead, Channeled Accel, Spell Wall.
I use retribution for pve and am too lazy to respec, definitely go other morph. Honor the Dead is MUCH better than BOL in every situation imo, because ritual of rebirth exists for the aoe/multi target burst heal, but it's expensive enough you'll need a 4 player+ group to make it worth. If you want to use ele drain, swap degen for a defensive ability back bar and then put ele front bar, if you use ice staff you can just put ele back bar to keep mages guild passives front bar. You really have to read the situation, but you can swap your execute or your jabs too, but I only do that if I know everyone I'm fighting is pretty squishy and either doesn't need an execute or is dead with ha>charge>beam.
I tried a bunch of builds, I highly recommend you swap around stuff if you can, try to keep the BTB/NMA/Potentate the same so you have some idea of the damage differences, then swap around monsters sets and skills til you find what works best for you, but I hardly find myself wishing I had anything different from the above setup. When I do wish for something different, I think about tri glyphs on all gear, dark flare for execute against the tankiest players (but balorgh makes up for this most of the time), and an extra skill slot for ele drain, but so far I can't justify fixing what ain't broke.
I also want to emphasize Balorgh, Zaan is great and free but balorgh allows you to kill ANYTHING if you can save ult and execute on your window of opportunity. Balorgh is also insane 1vx, if you can build up 500 ult before finding a zerg, you can clap a bunch of people and then chain the uptime. I don't li
MarzAttakz wrote: »Thank you, very nicely put, are the nuances the following:
5L 1M 1H (3 tri-stat + magicka)
Swift + Regen, Arcane + Spell Damage, Arcane + Spell Damage
Fire Staff (Nirnhoned + Shock/Damage)
Dagger (Defending + Damage), Shield (Sturdy + Stamina)
Thanks in advance.
I personally use 3x infused Spell damage jewels, I think those are very flexible though, would highly recommend a regen until you get good at heavy attacking players. Remember if they block you don't get resources, so spam lights if they're hard blocking to wear their resources. I don't feel swift is as good on templars as other classes because of the dash and jabs applies a slow, but swift is never useless. I Also use sharpened staff, nirn and infused are fine too, personal preference, same with glyph. I find shock helps melt the most, but damage provides more utility. And I have defending/impen back bar, with mag on my sheild to help make up for the loss of Inner Light and Degen passives, and I think I could count the number of times I've proc'd back bar s&b enchant on one hand. If you want more offense, I have a potentate ice staff I can ele drain on and proc the berserker enchant, but nearly always I have plenty of damage and just need the survivability. I have 3 of them, powered/defending/infused and all perform pretty similarly, but defending is the most balanced of them. I hardly ever use them anymore though.
At this point it's mostly personal preference, if you don't like s&b ult, probaly go sturdy, but part of the beauty of that backbar is that it provides so much flat damage reduction and healing blocking isn't always necessary. The issue with having stats on one bar and not on the other is they don't transfer, so when you swap to back bar mid combat, the stam enchant does 0 because you'll have the max stam from your front bar, and if you buff back bar, you definitely want the mag. However, with tri pots you might notice the backbar max stam. Could also throw on tri glyph if you have the resources. Also wep doesn't matter with s&b, whatever you like the look of the most is the BIS one.
So to recap, my build is::
Heavy/Medium Impen Balorgh, mag shoulders tri head.
5x light BTB impen, tri chest and pants, mag everything else
3x NMA jewels, infused spell damage
NMA Inferno, Sharpened Shock
Backbar Potentate Axe, defending with default enchant, Potentate shield impen with mag
Either Spring Loaded Infusion for balanced stats or Disastrouly Bloody Mara for pure offense.
Unstoppable/mag/hp pots
Front bar Skills: Radiant oppression, Toppling Charge, Degen, Sweeps, Inner Light, Crescent Sweep
Back bar: Channeled Focus, Living Dark, Ritual of Retribution, Honor the Dead, Channeled Accel, Spell Wall.
I use retribution for pve and am too lazy to respec, definitely go other morph. Honor the Dead is MUCH better than BOL in every situation imo, because ritual of rebirth exists for the aoe/multi target burst heal, but it's expensive enough you'll need a 4 player+ group to make it worth. If you want to use ele drain, swap degen for a defensive ability back bar and then put ele front bar, if you use ice staff you can just put ele back bar to keep mages guild passives front bar. You really have to read the situation, but you can swap your execute or your jabs too, but I only do that if I know everyone I'm fighting is pretty squishy and either doesn't need an execute or is dead with ha>charge>beam.
I tried a bunch of builds, I highly recommend you swap around stuff if you can, try to keep the BTB/NMA/Potentate the same so you have some idea of the damage differences, then swap around monsters sets and skills til you find what works best for you, but I hardly find myself wishing I had anything different from the above setup. When I do wish for something different, I think about tri glyphs on all gear, dark flare for execute against the tankiest players (but balorgh makes up for this most of the time), and an extra skill slot for ele drain, but so far I can't justify fixing what ain't broke.
I also want to emphasize Balorgh, Zaan is great and free but balorgh allows you to kill ANYTHING if you can save ult and execute on your window of opportunity. Balorgh is also insane 1vx, if you can build up 500 ult before finding a zerg, you can clap a bunch of people and then chain the uptime. I don't li
@Ghnami What would you change about the build for no-cp/battlegrounds? And what do you think about next patch potentially replacing NMA with Stuhn's Favor?
MarzAttakz wrote: »Thank you, very nicely put, are the nuances the following:
5L 1M 1H (3 tri-stat + magicka)
Swift + Regen, Arcane + Spell Damage, Arcane + Spell Damage
Fire Staff (Nirnhoned + Shock/Damage)
Dagger (Defending + Damage), Shield (Sturdy + Stamina)
Thanks in advance.
MarzAttakz wrote: »Thank you, very nicely put, are the nuances the following:
5L 1M 1H (3 tri-stat + magicka)
Swift + Regen, Arcane + Spell Damage, Arcane + Spell Damage
Fire Staff (Nirnhoned + Shock/Damage)
Dagger (Defending + Damage), Shield (Sturdy + Stamina)
Thanks in advance.
This seems like a glass cannon build. Wrecks no-CP, which is the only real pvp anyway, but I can see it struggling hard even in a no-CP cyro environment with just 2 on 1 pressure. Offense is your best defense here but thats templars these days.