Movement is Key
Introduction
Hello and welcome to my new open world build for stamplar. The last build I posted here was a dw/2h setup that quickly became "meta" and thus boring to play, so with this one I decided to switch things up. I must say that currently performance wise there isn't much that can out-do bone pirate, ravager, and bloodspawn on a DW setup. However with that being said, there are some things that the DW meta setup lacks which this build excels in, and coming from a long time stamplar main who has played it all: This setup is WAY more fun to play. Lets get started with the sets.
Sets
Front bar: Nirnhoned VMA 2h (any works)
Back bar: 1x Impen Coward's gear shield - Stamina glyph 1x Infused Coward's gear sword - Weapon Damage glyph
Head: Heavy Impen Bloodspawn - Tri stat glyph
Shoulder: Heavy, Medium, or Light Impen Bloodspawn - Stamina glyph
Chest: Impen Bone Pirate - Tri stat glyph
Legs: Impen Bone Pirate - Tri stat glyph
Waist: Impen Bone Pirate - Stamina glyph
Gloves: Impen Bone Pirate - Stamina glyph
Boots: Impen Bone Pirate - Stamina glyph
Necklace: Robust Coward's Gear - Stamina Regen enchant
Ring: Robust Coward's Gear - Weapon damage enchant
Ring: Robust Coward's Gear - Weapon damage enchant
Skills
Front bar 2h: Executioner, Rally, Biting Jabs, Binding Javelin, Stampede, Dawnbreaker of Smiting
Back bar S&B: Shuffle, Resolving Vigor, Power of the Light, Extended Ritual, Restoring Focus, WW ulti
Consumables
Food: Dubious Cameron Throne
Potions: Tri-Pots OR Immovable, Stamina, Health
Poisons: Double-Dot Poisons on the 2H bar
Race - Redguard
Mundus - The Lover (Penetration)
Attributes - 64 Stamina
Setup Explanation
With this setup I was trying to create something that was highly mobile while maintaining strong burst and sustainability. ZoS has stated that the templar is more of a "Stand your ground" type of class that is supposed to maintain it's "House", however I've found that any medium armor class that does not utilize kiting tends to suffer in 1vX situations. Thus, I bring to you the agile brawler, Hermes. Cowards on the back bar allows this build to be extremely quick when engaging, disengaging, and retreating from battles. Having a gap closer front bar (something the meta 2h/DW setup suffers without) allows for high mobility on both bars, each with it's own situational purpose. Another pro this build has over the meta is the ability to run any potion - You are not pigeon holed into using the Stamina, speed, immovable pots. In my experience with medium armor stamplar, the main lacking component was magicka sustain for lots of purify's and runes while kiting. With a setup that does not require speed pots, we are able to run tri-pots, a consumable I feel REALLY shines on medium armor stamplars. Overall the setup has very solid burst, high mobility, great regen, and strong resistances for medium armor.
Options/Variations
There are a few things you can swap around on this setup depending on which enemies/scenarios you struggle with most. A vMA 2h axe will give the most single target pressure, a greatsword will give the best DPS against shield/light armor/weak med armor users, and a maul will give the best dps against tankier med users and heavy users. The targets I had the most trouble with killing were primarily heavy Stam-DKs, so a nirn maul might best compliment this setup overall. As for the monster set, there are three different variations that I use personally. The first is 2x Heavy impen bloodspawn. This variation has the best overall utility, because it gives us stam regen, ult regen, and resistances. Ult regen is VERY important when playing outnumbered, because you generally require ults to get kills in these scenarios. The next option is 2x heavy impen slimecraw. This set will give you the highest damage achievable with this build and definitely has it's uses, however personally I have found that bloodspawn gives more general utility when outnumbered. The final variation I play with is 1x medium or heavy impen pirate skele, 1x medium impen chudan. This combination will make you very tanky, providing almost the same resistances as a bloodspawn proc, 100% of the time. This setup allows for 6-7 medium to be used while maintaining strong resistances, resulting in the maximum achievable crit, regen, cost reduction, weapon damage, and sprint speed (an often looked over statistic, sprint speed is vital when kiting!). I encourage you to experiment with many different monster setups, you may find something that works even better for you than what I have listed here.
Champion Points
I am a firm believer in diminishing returns and thus spread my CP out as much as possible, while still obtaining every relevant passive. Feel free to reallocate based on your needs.
Red
The Steed
31 Ironclad, 22 Medium Armor Focus, 26 Resistant
The Lady
56 Hardy, 56 Elemental Defender, 18 Thick Skinned
The Lord
11 Quick Recovery
Green
The Tower
34 Warlord, 35 Sprinter, 8 Bashing Focus
The Lover
64 Mooncalf, 19 Tenacity
The Shadow
37 Tumbling, 23 Shadow Ward
Blue
The Apprentice
11 Blessed
The Atronach
8 Physical Weapon Expert, 31 Master at Arms, 23 Shattering Blows
The Ritual
48 Thaumature, 13 Precise Strikes, 22 Piercing, 64 Mighty
Rotation and Playstyle
Your offensive rotation starts on your back bar. With this setup you ALWAYS want to start your offensive rotation with a back bar light attack (unless the situation allows for otherwise, such as execute range and or squishy targets). This procs your weapon damage enchant, and while infused you can keep near 100% uptime on essentially +600 weapon damage. So the actual rotation is LA->POTL->barswap->jabs, followed by either dawny, javelin, another set of jabs, or an execute (obviously each is situational). With over 6k Pen, 4k weapon damage, 37k stam, 40+% crit, and your 2h weapon passive, this rotation can hit very hard and is capable of taking down a wide range of targets. As for the playstyle, I've found this build best suited for open world kiting, constantly engaging and disengaging from the fight. It's very easy to line up burst with POTL, crit rush, jabs and dawny - use this to your advantage to enter and exit battles quickly, leaving single targets dead and splitting up groups between those rezzing and those chasing you around trees, rocks, keeps, etc. While you do have reasonably strong resistances, you are NOT in heavy armor and it is important to play the build as such. Always purify if you get hit by an incap, try to purify things like curses, revarb bashes, dawnbreakers, etc. Break lines of sight and drop a rune to quickly turn around and smack targets with a back bar light attack -> POTL, starting your offensive rotation with no time wasted. Also, don't be afraid to run from a battle if you're overwhelmed. With 5-7 medium pieces on, you can sprint very quickly on your back bar all while gaining major protection - It'll be difficult for enemies to catch up, and those that do will likely strain their resources in the process.
Clockwork City (Next Patch)
As someone pointed out in the comments, there are a few minor things to consider for next patch. I think that the build will likely function better as a 7 medium setup with 1x pirate skele, 1x Chudan, and an asylum 2h. We will retain a large amount of ulti regen without using bloodspawn, lose nothing over the vma 2h because the enchantment is garbage (next patch enchantments/poisons can be used in tandem with Master enchants), have 25k/28k front/back bar resistances in 7 med all the time, have the max crit possible, max sprint speed, and almost the same regen as running 5 med 2 heavy with bloodspawn.
Stats
Front bar 2h greatsword with 1x heavy bloodspawn, 1x medium bloodspawn. Tri-Pot and back bar enchant active, OUTSIDE of cyrodil. Back bar has 3k regen, 38k stamina, 2800 crit resist, and about 2k more resistances.