Just before Summerset dropped, I swapped my magplar to stamplar. My magplar was becoming further from trying to stick with the "monk" class, so I swapped to stamina to make full use of the bow/dodge roll/speed mechanics. I am VERY happy with how the build plays, I find it fun without crutching on disgusting "meta" things players like to complain about.
Build Editor and Videos (videos only have 1 swift trait with 1 healthy/stam and don't mind the t-bags they are only for sload/overload attack users lol):
CP:
http://en.uesp.net/wiki/Special:EsoBuildData?id=66404
nCP:
http://en.uesp.net/wiki/Special:EsoBuildData?id=67327https://youtu.be/4kZw8gjH5okhttps://youtu.be/ngEjpkK6YE8https://youtu.be/1ibKEMTYJc8
Vids using updated stats and lethal arrow:
https://youtu.be/2gcv1nzLst0https://youtu.be/XejwOBv-1Co
Race:
Imperial. Orc and Redguard good as well. Any stamina race really, even Nord since in nCP your 8% dmg mitigation passive will be better used there.
Sets:
2pc troll king/slimecraw/valkyn/Blood spawn or whatever you want. Change this 2pc up pending what you face in each BG (flex gear)
5 pc Ironblood set (One body, 2 jewels with swift traits, infused bow/nirn 2h, 2 Dmg 1stam Regen enchants)
5 pc Bone Pirate. (4 body, 1 jewel with robust)
Stats(cp):
10k Mag
25k Health
35k-37k Stam
3600-4000k Weapon Dmg
1014 Mag Recovery (including 240 every second using channeled focus)
1900-2k Stam Recovery buffed with Tripots
39-40% Crit Chance buffed
80% Crit DMG (with minor force)
3000 minimum Crit Resistance
2-3k armor Pen (before 20% mace)
serpent Mundas
dubious drink
23k spell resistance/20k physical resistance buffed
Skills:
2h Bar (Nirn/sharp whichever you get):
Stampede, Race against time, biting jabs, POTL, rally. Flawless dawnbreaker/Crescent Sweep
weird bar setup. this might change, but POTL + stampede with double poisons/jabs work alot harder than you think. 60% snare is evil, and you can also pair it with an immobilize/stam cost increase poison to create situations in 1v1 where you can jab behind your target. Also use minor vitality/minor defile poison too.
Bow bar:(infused)
Poison injection, channeled focus, extended ritual, draining shot, vigor/flex. Undo
Escape/CC bar, basic but draining shot is kinda your better CC since in nCP javelin is WAY too expensive and doesnt give any other benefit. You have to use it offensively, and sparingly on the defense.
Notes:
General notes:
"Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist." - Oblivion in-game class description.
In oblivion, if you played the monk you had to switch between the bow/hand/spells ALOT. And in that game, you used agility/willpower as your favorite attributes (which governed how strong you were at bow/alteration magic). Given how ESO is kinda a watered-down elder scrolls game, this build will make rough transitions to the major skills used by the Oblivion Monk (and fair warning this doesn't play like a meta-stamplar crutching on bleeds which means you have to work a bit harder to get your kills):
- Marksman - "Bow attacks have a chance of knocking the target down/bow attacks have a chance of paralyzing the target" Draining shot and using immobilize poison/stampede snare mimic this.
- Security- "locking picking" Just roll the ledgerman skill line and steal for making money.
- Sneak- "bonus damage from stealth and ignore armor raiting" ESO gives everyone this change to deal extra damage from stealth with stamina based abilities. Mace gives you armor pen on your attacks too.
- Acrobatics - "Gains the Dodge ability. 50% less Fatigue loss while jumping." Basically get anything to help you dodge roll in combat. Bow/medium armor in ESO count towards acrobatics. Also troll bunny-hopping lol.
- Hand-to-Hand- " Mastery left and right power attack. Has a chance to disarm and also recoils opponents using weapons when blocking. Mastery forward power attack, chance to paralyze and, when blocking, has a chance of disarm on knockback" This one is tricky. There is no unarmed combat in ESO (dumb), BUT we have a class that does deal additional damage to blocking targets (templar). Also biting jabs is legit the ONLY ability in ESO that looks like you have no weapon plus gives off a snare so it kinda acts like a paralyze. For roleplay purposes, templar is the only class that can roll monk style toons in ESO for this reason alone.
- Athletics- "Running does not reduce Fatigue regeneration. " Before summerset, you had to roll specific sets in order to reduce your sprint speed heavily without CP. Now we can use race against time. That plus medium armor, gives about a 1% per second drain on stamina with this build.
- Alteration- Basically you used to be able to burden a target's inventory and cast damage mitigating shields on yourself. Our stam cost poison matches alternation a little bit, but if you really want to match this drop vigor/slot troll king and use bone shield. Bone shield is the closest a stamina user can get to mimicking alternation from Oblivion.
Why are we running ironblood? speed modifiers counteract ALL snares and with the introduction of swift traits, we can basically nullify 18-20% off the ironblood snare (giving us a 32/30% snare to deal with, which is negated by medium sprint speed. Therefore, we can get a pirate skeleton style mitigation without the defile (a death sentience for stamina templar). You do get a health bonus, and since we are imperial we can use that alot more than popular stamina races like red-guard. Ironblood also overrides all other snares under it, so you always expect to deal with 50% snares running it. Gap closers also ignore the snares, so thats why we run crit ruish. Bone Pirate is the only set that allows you to run ironblood; you need bone pirate as stamplar.)
Attack Notes:
This is still being explored, but basically you apply poison injection-light attack-bar swap-potl-stampede. Then when you are close, decide if you want to run some jabs/dawnbreaker or bar swap and apply draining shot. If done right, you can reposition after the kill or LOS around the tankier players. Usually after the first draining shot, you can POTL and stampede into jabs/heavy+DB for the tankier players. There are situations in my video where I showcase this better than I can describe (and times when I fail heavily lol.) You do feel the loss on missing out on executioner, but this isn't that build
.
Regen Notes:
Stamplar sucks for sustain lol. Bone pirate+medium with dubious drink and serpent mundas does give sexy enough regen to stack DMG enchants. but otherwise you NEED tripots! Magplar crutches on ele drain/channeled focus, but stamplar has to crutch on pots/heavy attacks. You can use immovable Stam pots, but the heal from tripots helps you out more by giving you a mini burst heal.
Conclusion:
Pros: very fun, very fast, good mix between solo survivability and group play.
Cons: very squishy at times, tough sustain, weird bar setup, and dmg a bit lower than other stamina specs (especially those using bleeds/sloads/undodgeable Cc combos.)
But overall I like it, and takes some time to get used to it.
Edit:
Edited the CP build editor to streamline the CP placement and make fixes on things I noticed were wrong (like forward momentum instead of rally showing up).