Welcome to our ESO Magic Templar DPS Build called Omega. On this page you will find an updated guide on the class, gear, champion points and everything you need to know for Magicka Templar DPS.
Table of Contents
- Leveling Build
- Solo (Veteran Maelstrom Arena)
- Group PvE (Dungeons and Trials)
- PvP (Cyrodiil and Imperial City)
The purpose of this build is to create a play style that capitalizes on the Templar class’s strengths, offering fantastic damage AND healing capabilities. The Templar is an extension of the holy Divines’ power, and the Omega lives up to that expectation. Simple, effective, and fun, here it is- The Omega.
Should you play this build?
+ Simplistic in nature, with an easy to follow rotation that you can add onto later when comfortable. This build boasts both ease of access and strong mastery due to flexible and powerful bar options.
+ Due to Templar’s fantastic ability choices, they can do a lot for only a little. Many abilities deal damage AND heal for the Omega, allowing us to take just as much punishment as we dish out.
– The play style of the Templar is not high mobility. Many abilities want you to choose a place to fight, claim it, and defend it. This makes them hard to pick up unless you understand it’s better to stand your ground than to move about.
– Resource management is very difficult for the Omega, so prepare for a long learning process to truly master this build if you are primarily solo. However, this build truly shines in group play where this weakness can be alleviated.
- Walls of Elements (AoE DoT | morphed into Elemental Blockade) – An early magic AoE that helps leveling clearing trash mobs or grinding. It also plays a vital role in our DPS for end game DPS in both single target and AoE encounters.
- Puncturing Strikes (Channeled Cleave + Heal | morphed into Puncturing Sweeps) – The centerpiece of the Templar’s damage abilities, often referred to as “Sweeps”. Available at level one, and quick to morph into a damage + heal, this skill allows the templar to begin feeling powerful as soon as you start. Keep in mind, you’ll only hit targets in front of you with this, so make sure to aim your character properly!
- Spear Shards (AoE Direct Damage + DoT | morphed into Blazing Spear) – Another fantastic ability from the Templar, this thing does so much in one ability. Upon cast you will launch a spear into the air at your designated area, and anything within the landing point will take damage, and stuns ONE enemy. Furthermore, the area it landed will be consecrated with a continuous damage over time effect, that hits all enemies inside. Finally, when playing with other players, one ally may synergize the Spear to gain 25% Stamina back immediately, and then a little bit more over 10 seconds, to NO disadvantage to you. Make sure to throw this out when playing with Stamina builds, as well as aiming to where large packs of enemies are.
- Sun Fire (Direct Damage + DoT | morphed into Reflective Light) – A truly powerful DoT effect available to us quite early. Castable at a range as well, this helps us pull far away targets to our position. Once morphed it also gains AoE damage, really helping melt through packs of enemies.
- Radiant Destruction (Channeled Execute | morphed into Radiant Oppression) – Topic of many heated debates, this ability remains the strongest execute in the game. However, it’s power comes at a great cost, you will be unable to do any other actions while the beam persists, and you will be slowed while channeling. We’ll expand further on what implications this holds, since it doesn’t hurt us too much while leveling as opposed to end game DPS.
- Cleansing Ritual (HoT + DoT | morphed into Ritual of Retribution) – Remember where we said this build has a lot of abilities that do more than just one thing? This ability is a prime example; by offering damage, healing, and removal of negative effects all in one. It also offers a synergy to allies to “Purify” themselves, offering a nice heal and removing all negative effects on them. Make sure you place this where you plan to fight large groups of enemies, instead of casting it before you engage.
- Rune Focus (Buff + Resource Management | morphed into Channeled Focus) – One of the big reasons Templars lack mobility, is because the power of this skill. Offering us Major Buffs, reducing damage by a whole 8%, it also gives us an insane amount of Magicka for standing inside of it. You will be allowed to leave the area for up to 4 seconds when paired with a passive though, giving some flexibility.
(Puncturing Strikes, Sun Fire, Rushed Ceremony, Destructive Touch, Soul Trap, Nova)
Dual Wield or Destruction Staff (Puncturing Sweeps, Reflective Light, Breath of Life, Destructive Clench, Consuming Trap, Solar Prison)
Destruction Staff (Aurora Javelin, Dark Flare, Breath of Life, Blockade of Elements, Consuming Trap, Solar Prison)
Dual Wield or Destruction Staff (Puncturing Sweeps, Radiant Oppression, Ritual of Retribution, Dark Flare, Blazing Spear, Solar Prison)
Destruction Staff (Blazing Spear, Reflective Light, Channeled Focus, Blockade of Elements, Consuming Trap, Solar Prison)
*WHY Soul Trap?
Consuming Trap gives 10% of Magicka, Stamina and Health back when killing an enemy with it, really helping our sustain while leveling up!
- Destruction Expert – A truly powerful passive that refunds a massive amount of Magicka when getting kills with Destruction Staff damage. Have enemies die in your Blockade of Fire and you’ll be way more Magicka than you’ve spent.
- Evocation & Recovery – These passives both operate the same way, granting Cost Reduction and Regeneration respectively for the passives for each piece of Light Armor worn. These passives really help us keep in the fight longer with little to no down time between pulls.
Dual Wield (If planning to PvE)
- Dual Wield Expert – Offers some extra spell damage, allowing us to gain nice scaling damage.
- Twin Blade & Blunt – Grants a staggering 5% flat damage increase while dual wielding swords, offering amazing damage during our execute phase.
- Piercing Spear – Critical Hit Damage (CHD) is one of the game’s strongest stats, and this gives the Templar 10% extra CHD to our damage AND healing.
- Burning Light – Offering a 25% chance to proc some free damage whenever dealing damage with an Aedric Spear ability, you’ll have 5 chances to proc this every second when you have Blazing Spear and Puncturing Sweeps going up.
- Illuminate – Whenever you use a Dawn’s Wrath ability you give yourself and all nearby allies Minor Sorcery, granting 5% Spell Damage. The only source of Minor Sorcery in the game!
- Restoring Spirit – Resource management can be brutal at times, and this passive really helps alleviate some of those issues. It also reduces the cost of Ultimates!
- Sacred Ground – Grants us Major Mending while standing in any of our Restoring Light abilities, offering 25% bonus healing. It also snares any enemies inside your “castle” (I use this term to describe the area in our Channeled Focus + Ritual of Retribution) to help keep them at bay.
- Light Weaver – This passive is REALLY strong, increasing the duration of Ritual of Ret by 20%, giving Ultimate when healing anyone under 60% Health, AND giving an absurdly high amount of Physical Damage Reduction while standing in Channeled Focus.
The purpose of this gear setup is to allow for some much needed Magicka sustain while leveling, since we won’t have a high CP pool or a lot of strong passives/abilities to help out. With this setup and drinking randomly found or brewed potions, you should hardly run out of Magicka while leveling up. I usually make three batches of gear for stat boost levels; around levels 6, 20, and 36.
Champion Point Progression
Mage (Blue Tree)
Focus on filling up Elemental Expert, then pumping up Thaumaturge. Feel free to spend some points between Elfborn and Spell Erosion as well. Check the DPS portions below for a finalized look at CP.
Warrior (Red Tree)
A healthy split between Hardy and Elemental Expert will help reduce damage greatly and improve survivability. You can pump some points into Quick Mending as well to help out, but the two nodes in the Lady will be the most beneficial.
Thief (Green Tree)
Cost Reduction is our main focus here, as it is vastly superior to Regeneration. Get Magicka cost reduction to 100 and then start pumping up Magicka regeneration after.
Tips and Miscellaneous
- Race – 1) Dunmer for pure damage and some extra stam, 2)High Elf for extreme damage and some resource management, and 3)Breton for PvP. Any race works though, but these 3 are the best for this build.
- Attributes – All Magicka, keep it easy.
- Vamp/WW – Vampire is a lot of fun in PvP, but rather redundant in PvE. Purely your choice.
- Mundus – Atronach of resource management while leveling, and Thief for DPS once you hit level 50.
- Weapons – This build works well with Destruction Staves, Restoration Staves, and Dual Wield. I suggest Destro/Resto for new players, and Destro/Dual Wield for min/max PvE’rs.
- Armor – 5 Light, 1 Heavy, and 1 Medium to level all the lines up.
- Food – Use the Ozgara’s Frothgar (Maximum Health + Magicka Regeneration) while leveling and then use Bi Health-Magicka for DPS.
- Health needed (if you’re good at range) 17k+ is the bare minimum you need. Many players will want to stay around 20k until they are comfortable with this build.
- Level all of your skill lines to 50 (class, armor and weapons)
- Level Mages Guild and Fighters Guild to 10 to get Meteor and other passives
- Start working on Undaunted skill line to acquire passives
- Gather skill points and skyshard and finish all the passives (yes, ALL of them. If they deal with combat, take them)
- Now experiment, what works well for you? Maybe more single target, more AoE, more healing, etc. Start dipping your toes into PvP and max out your skills levels.
[Last updated December 27th, 2016]
Full Build Video
Full Vet Maelstrom Video
The purpose of this build is to create a solo based Magic Templar capable of completing Veteran Maelstrom Arena and Veteran Dungeons (yes solo) without the need for top of the line gear. I will list “top-of-the-line” gear in our PvE section which is meant for trials/dungeons with coordinated groups. But if you’re looking for a build that has great sustain, self healing and damage solo, welcome to Omega Solo.
Destruction Staff vs. Dual Wield – I chose Destro as primary weapon since fully charged heavy attacks restore magicka. The added spell damage benefit of Dual Wield works great with my execute on my back bar. With Dual Wield primary, you’ll have a lot more resource issues though it can do great damage, your choice.
Destruction Staff Primary (fire for best damage)
- Inner Light (morph of Mage Light | Mages Guild skill line | Self Buff) – Boosting our max magicka and recovery, while providing the critical buff should be doubled barred. Use prior to casting a Shooting Star for massive boost due to empower via Mages Guild “Might of the Guild” passive.
- Reflective Light (morph of Sun Fire| Dawns Wrath skill line | AoE DoT) – This ability splits and hits up to 3 targets, dealing initial damage and damage over time. The 6 seconds duration is hard to keep up, so it’s why we main bar it. This is always worth keeping up, even in single target fights.
- Harness Magicka (morph of Annulment | Light Armor skill line | Self Shield) – A fantastic damage shield that helps soak a lot of damage and return magicka when taking Elemental or Magical damage. I suggest this for most players so they can take extra punishment while learning. It’s also more beneficial solo than say Breath of Life, because it lets you react for six seconds, not just instantly. You can keep casting this once it falls off and it allows you time to think and forgiving game-play.
- Puncturing Sweeps (morph of Puncturing Strikes | Aedric Spear skill line | Main attack) – A truly powerful ability of the Templar, boasting great single target AND area or AoE damage. It also heals for a % of the damage it deals, letting us spam away even when taking damage. On top of this, since it is a channel, it gets the double benefit of Thaumaturge and Elemental Expert. Consider this our main attack WHEN all of our damage over time (DoTs) are up and maintained. You shouldn’t just use Sweeps over and over, the key to high DPS is maintaining DoTs then using this attack when all your critical buffs are up. More on this in rotation section.
- Unstable Wall of Fire (morph of Wall of Elements | Destruction Staff skill line | AoE DoT) – A centerpiece of power for any caster build, for good reason. This thing does fantastic damage and gains even more damage when targets are afflicted with the Burning Status. Keep this up at all times, regardless of AoE or Single Target. The reason I take Unstable, the shorter duration, is the explosion at the end hits 3x not just once. Also it’s 6 seconds not 8 which pairs very well with Reflective Light making it instinctive to cast together in most situations.
- [Ultimate] Elemental Rage (morph of Elemental Storm | Destruction Staff skill line | AoE DoT) – This is our primary damage Ultimate due to its massive damage over a brief period and it’s radius. Meteor might be better for true single target applications, but it takes awhile for it’s duration to complete and in VMA you want burst, fast damage. I’d suggest experimenting with both to see what you like better but it really is determined by the situation.
Dual Wield Secondary (swords optimal for damage due to twin blade blunt passive)
- Inner Light (morph of Mage Light | Mages Guild skill line | Self Buff) – Same as bar 1, as it must be double barred.
- Channeled Focus (morph of Rune Focus | Restoring Light skill line | Self Buff + Resource management) – Standing in the circle grants you Major Resistance buffs (8% damage reduction), Major Mending (25% healing done) and 120 Magicka return every .5 seconds. It’ll also proc our passive, Light Weaver, granting even more Physical Damage reduction. Make sure to keep this up on high incoming damage fights, and anytime you need Magicka. Remember that you can come back and enter into this run prior to it’s duration finishing to refresh the buff. So you don’t always have to stand directly in it, just come back to it within 6 seconds ideally.
- Ritual of Retribution (morph of Cleansing Ritual | Restoring Light skill line | AoE DoT + HoT) – This skill does a lot by providing a self purge, a heal over time for you and any allies inside, a powerful damage over time to anything inside of it, and a synergy available to all allies within it to heal and purge themselves. I usually maintain this solo since it provides good healing and decent damage. In a true single target fight, this isn’t worth maintaining for the damage, but most fights have more than one enemy and then it becomes optimal. Regardless, consider this useful for its healing and damage component.
- Blazing Spear (morph of Spear Shards | Aedric Spear skill line | Main Area Attack) – This should be our primary spammable AoE attack after Blockade and Ritual have been cast, assuming that enemies are not stacked up to be Puncturing Sweep-ed. When doing a single target fight, you can cast Blockade, Spear, then immediately bar swap for a faster rotation and more damage. Make sure to keep this up in AoE and Single Target fights both for extra damage and chances to proc Burning Light. And yes, keeping this ability down every six seconds can increase your DPS because the burning damage over time and it’s chance to proc burning light.
- Radiant Glory (morph of Radiant Destruction | Dawns Wrath skill line |Channeled Execute) – The almighty “Jesus Beam or Laser Beam” is still powerful and now works with multiple Templars. This ability takes the place of Puncturing Sweeps at 40%, but should have DoTs kept up with it until 30%. Once a target reaches 30%, you will only use this ability paired with Blockade of Fire, and after 20% you will only use this ability. However, if you’re not used to rigorous rotations, it’s always safe to make sure you’re DoTs are active, Channeled Focus is down, and you’re safe from damage. We take this morph for solo play as it allows us to heal through nearly anything once the mob reaches lower health. You’ll lose out on damage, but staying a live is more important.
- [Ultimate] [Ultimate] Shooting Star (morph of Meteor | Mages Guild skill line | AoE Direct Damage + DoT) – Boasting insane burst, lingering damage, free stats for slotting, and an AoE knock up, this ultimate is fantastic. It refunds ultimate based on enemies hit, so try hitting large clumps of enemies to stun them and melt ’em down. This ultimate wins in pure single target DPS situations, or where adds are so close that the impact damage hits all of them.
Rotation and Combat
So let’s break down important buffs or things that will boost our performance.
- Buffs – Channeled Focus 18 seconds, Ritual of Ret 12 seconds and Spell Power Potion 45 seconds. All of these things should be used in almost any situation so make sure to refresh.
- DoTs – Reflective Light 6.5 seconds, Blazing Spear 6 seconds, and Unstable Wall 6 seconds. Basically I pair Reflect and Unstable together and cast Blazing in single target applications every 12 seconds or so when I need to refresh my Ritual of Ret.
- Spammable Attacks – Puncturing Sweeps is the bread and butter single target and sometimes AoE. What determines if you use Sweeps or Spear is the closeness of the mobs. If you have 3 targets standing directly on top of each other, Sweeps is more beneficial. If you have 3 spread out over 8 meters, Spear will win. Generally I use Sweeps more since it’s healing is powerful. Experiment constantly to see which fights Sweeps wins and Spear doesn’t but remember, Sweeps you’re less vulnerable due to shield on your front bar and the haling.
- Ultimates – Meteor single target but in VMA boss rounds Destro ult is great because I can cast it BEFORE the boss appears. Remember it takes two seconds to start doing damage, so when I’m buffing up and putting down Unstable Wall, I then cast Destro ult so when the boss appears, it’s taking damage immediately instead of waiting for the meteor to drop.
Opener and Rotation
- If I’m at full magicka and everything is perfect, usually I toss a spear, into a charged heavy attack trying to land them both at the same thing.
- While I’m doing this I close the distance and put my Ritual and Focus down and bar swap.
- Next is Unstable then Reflective Light and 2-3x Sweeps. Usually I do another Reflective/Unstable combo then refresh my Ritual and cast Spear prior to bar swapping.
- I did this along with refreshing my focus until 40% health of the primary boss/enemy. There I maintain Reflect/Unstable until 30% and let Reflect fall off as beam produces more damage. 20% you can stop Unstable as beam will do even more damage.
The great thing about the Templar and this build, it’s simplistic. Your main attack heals you and you don’t have a complex rotation yet it’s effective. Ultimately you can flex things in and out like Trap Beast for more crit hit damage as you become more and more familiar with VMA or you want to improve your score. But this base setup is proven and worth while for learning.
- Twice-Born Star – Craftable at Atelier of the Twice-Born Star Upper Craglorn, 9 trait – This set you’ll want to use the Shadow and Thief mundus stones in combination. Templars have a 10% crit hit damage base multipler due to Aedric Spear passive so it works great for us. Not to mention the 2-4 pieces add a lot of max stats making our health higher than folks using Julianos.
- Alternatives – Don’t have a 9 trait crafter? Try using a lesser version of this Mothers Sorrow (gear can be found in Deshann, Delves, world bosses, chest and public dungeons) with Shadow Mundus stone.
- Withered Hand – Found in Alik’r Desert world bosses, chest and public dungeons – It’s a great set for sustain and self healing though you’ll lose a lot of damage not using a monster helm. Though a lot of folks don’t have access to this or struggle with resource sustain. This set is very very forgiving and I suggest giving it a try.
- Alternatives -For more damage, you could go with Moondance jewelry with Grothdarr two piece monster helm.
- Willpower – Found using key fragments in Imperial City Sewers (bone and ether vaults) – This gives us a huge boost to max magicka which scales directly with our beam, making it a must have for newer players.
- Alternatives -There are tons of alternatives here depending on your gear, specifically 5 Moondance, Infal, Mothers Sorrow and so on. I still like this base setup though two Vicious Death swords with 129 spell damage can worth until you get Willpower.
- Armor Trait – All divines if possible since it’ll boost our TBS setup.
- Glyphs – All magicka regardless of race since we should have plenty of health using these two five pieces.
- Weapon Traits – Sharpened gives us the biggest damage boost solo though precise can be cheaper and easier to find.
Mage Blue Tree
- Apprentice, Elfborn 35, Spell Erosion 4, Elemental Expert 100
- Ritual, Thaumaturge 48
Warrior Red Tree
- Lady, Thick Skinned 20, Elemental Defender 80, Hardy 77
- Lord, Quick Recovery 10
Shadow Green Tree
- Tower, Magician 100
- Lover, Arcanist 87
- Vampire – No, the fire damage isn’t worth the extra magicka recovery.
- Attributes – All magicka regardless of race.
- Consumables – I carry CP 150 max health and max magicka food a long with the Witches Brew food that gives max health, magic and magic recovery. I often swap food during combat or in between rounds (more on that in videos).
- Mundus’ – Ideally Thief/Shadow if using Twice-Born Star or Thief if using Julianos.
- Potions – Spell power, spell critical and magicka every 45 seconds.
- Racial Choices – Dunmer for pure damage with flexibility to go stamina someday, High Elf for great damage and sustain, Breton is okay but no elemental damage and Argonian if you want to be very tanky.
[Last updated 11/11/2016]
This build is meant for group PvE as a damage dealer primarily. This means, ideally you’ll have a tank/healer to take care of those roles and your sole job is to DPS. The advantage of this build is you can easily swap in and out skills to make an effective ranged DPS if needed. The downside is the sustain and the need for coordinated buffs, mainly Siphon Spirit, Elemental Drain and Mystic Orbs. Those three things combined with weaving in attacks with each skill, should keep your resources high in order to do a massive damage (Radiant Oppression) during execute phase. This build is also meant for the majority of players, that have access to crafted gear and helm sets, so if you’re looking for a simple, flexible Magplar DPS build, this is it.
Bar 1: Destruction Staff OR Dual Wield – (Sharpened) Main source of DPS, spammables + execute
*Which should I pick? While many players like Dual Wield for maximum damage, the cost is great since you can’t Heavy Attack for Resources, or proc things like Elemental Drain or Destruction Expert. I really only suggest Dual Wield for really good players who know how to manage resources well, or people who run with great healers.
- Inner Light (Self Buff | morph of Mage Light) – Boosting our max Magicka and recovery, while providing the critical buff should be doubled barred. Use prior to casting a Shooting Star for massive boost due to empower via Mages Guild “Might of the Guild” passive.
- Reflective Light (AoE DoT | morph of Sun Fire) – This ability splits and hits up to 3 targets, dealing initial damage and damage over time. The 6 seconds duration is hard to keep up, so it’s why we main bar it. This is always worth keeping up, even in single target fights.
- This is our true flex spot since a lot of different situations favor other abilities.
- FLEX 1 – Harness Magicka (Self Shield | morph of Annulment) – A fantastic damage shield that helps soak a lot of damage and return Magicka when taking Elemental or Magical damage. I suggest this for most players so they can take extra punishment while learning.
- FLEX 2 – Rearming Trap (DoT + Buff | morph of Trap Beast) – Yes, this is a Stamina ability. No, it does not mean only Stamina builds can use it and gain from it. This skill is currently the only damage ability in game that grants Minor Force, which is very powerful in terms of overall DPS. It also has a minor DoT associated with it since we’re not a Stamina Build, and it locks a target in place. This is hard to manage, and will mean you don’t have a lot of Stamina to block/dodge.
- FLEX 3 – Dark Flare (morph of Solar Flare) – Not every encounter allows you to sit in melee range spamming Sweeps, so this ability helps us gain some great ranged DPS. It’s hard to weave since it has a cast time, but it hits very hard to make up for that.
- Puncturing Sweeps (Channeled Cleave | morph of Puncturing Strikes) – A truly powerful ability of the Templar, boasting great single target AND AoE damage. It also heals for a % of the damage it deals, letting us spam away even when taking damage. On top of this, since it is a channel, it gets the double benefit of Thaumaturge and Elemental Expert.
- Radiant Oppression (Channeled Execute | morph of Radiant Destruction) – The almighty “Jesus Beam or Laser Beam” is still powerful and now works with multiple Templars. This ability takes the place of Puncturing Sweeps at 40%, but should have DoTs kept up with it until 30%. Once a target reaches 30%, you will only use this ability paired with Blockade of Fire, and after 20% you will only use this ability. However, if you’re not used to rigorous rotations, it’s always safe to make sure you’re DoTs are active, Channeled Focus is down, and you’re safe from damage. If you need to break the cast to heal or something, simply block or dodge roll. It is very important to note, that this ability scales in damage with your CURRENT Magicka level. This means it is extremely important to have Channeled Focus down and you’re drinking potions to have as much Magicka as possible, so this scales to absurdly high numbers.
- [Ultimate] Shooting Star (AoE Direct Damage + DoT | morph of Meteor) – Boasting insane burst, lingering damage, free stats for slotting, and an AoE knock up, this ultimate is fantastic. It refunds ultimate based on enemies hit, so try hitting large clumps of enemies to stun them and melt ’em down. This ultimate wins in pure single target DPS sitautions, or where adds are so close that the impact damage hits all of them.
Bar 2: Destruction Staff – (Sharpened) Ground DoTs and Buff bar
- Inner Light (Self Buff | morph of Mage Light) – Same as bar 1, as it must be double barred.
- Ritual of Retribution (AoE DoT + HoT | morph of Cleansing Ritual) – This skill does a lot by providing a self purge, a heal over time for you and any allies inside, a powerful damage over time to anything inside of it, and a synergy available to all allies within it to heal and purge themselves. A truly efficient and powerful skill.
- Blockade of Fire (AoE DoT | morph of Wall of Elements) – A centerpiece of power for any caster build, for good reason. This thing does fantastic damage and gains even more damage when targets are afflicted with the Burning Status. Keep this up at all times, regardless of AoE or Single Target.
- Blazing Spear (AoE Direct Damage + DoT | morph of Spear Shards) – This should be our primary spammable AoE attack after Blockade and Ritual have been cast, assuming that enemies are not stacked up to be Puncturing Sweep-ed. When doing a single target fight, you can cast Blockade, Spear, then immediately bar swap for a faster rotation and more damage. Make sure to keep this up in AoE and Single Target fights both for extra damage and chances to proc Burning Light.
- Channeled Focus (Self Buff + Resource management | morph of Rune Focus) – Standing in the circle grants you Major Resistance buffs (8% damage reduction), Major Mending (25% healing done) and a fatty Magicka return every .5 seconds. It’ll also proc our passive, Light Weaver, granting even more Physical Damage reduction. Make sure to keep this up on high incoming damage fights, and anytime you need Magicka. (especially during Execute!)
- Option 1: Solar Prison (AoE DoT + Damage mitigation | morph of Solar Disturbance) – Not the best DPS ultimate but still useful for damage mitigation. It also gives a synergy to allies that does A LOT of damage. This is more of a support/back up option.
- Option 2: Elemental Rage (AoE DoT | morph of Elemental Storm) – This ultimate was originally laughed at in the PTS and development, but that was before anyone got their hands on it. Now the only laughing done is in complete disbelief that it was allowed to ship to live in its current state. The sheer damage and burst potential of this ultimate is baffling. Boasting a massive range and massive damage, this thing wreaks havoc upon anything in its wake. Place this on groups of enemies that don’t clump up or trash pulls and watch your numbers soar.
Rotation and Buffs
The mains buffs we want to maintain in combat are as follows:
- Ritual of Retribution (generally only AoE)
- Elemental Blockade (single and AoE #1 DPS DoT priority)
- Reflective Light DoT (Single Target + 5 or less targets)
- Channeled Focus (always)
Ideal combat start (single target)
- Back bar cast Channeled Focus, Inner Light, Meteor, Blockade, Spear BAR SWAP
- Light attack, Reflective Light (now start weaving), Puncturing Sweeps
After that, you’ll need to maintain a 8 second Blockade DoT and a 6 seconds Reflective Light
Beginner/Pure Crafted & BoE Setup
- Twice-Born Star (Obtainable from 9 trait crafters, Craglorn) – Enables the use of two Mundus stones. Pair this with the Thief and Shadow for spectacular results in damage. The extra Health and Stamina also make this a fantastic option for raid environments as well, where high damage and mechanics go out on the regular.
- Interchangeable with Julianous (Obtainable from 6 trait crafters, Wrothgar) – A really simple but effective set that offers nice damage. Nothing to write home about here for group instances, it’s not the best but it’s still an option.
- Mother’s Sorrow (Obtainable from Deshaan zone events) – Offers a disgusting amount of Critical Strike rating, allowing us to hit almost 90% crit chance which is insane for a caster build. The Jewelry and Helmet/Shoulder pieces are relatively cheap and easy to find as well.
- If you’re having trouble with sustained, try Withered Hand (from Alikri open world) as it’s the pseudo Vicious Ophidian for magicka builds.
Seasoned Player/Average Content Setup
- Valkyn Skoria (Obtainable in City of Ash II) – This set really preforms well due to the amount of DoTs we use in our rotation. Does great DPS and offers some extra health as well!
- Flex Options; any Undaunted 2 piece revolving around Magic/Elemental Damage. Experiment and find what you like!
- Twice-Born Star (Obtainable from 9 trait crafters, in Craglorn) – A very simple yet effective set, allowing two Mundus stones to be used. Pair this with the Thief and Shadow stone for maximum damage and efficiency. The extra Health and Stamina also go a long way in helping us stay alive!
- Julianos (Obtainable from 6 trait crafters, in Wrothgar) – This is stronger for pure solo play and is a decent substitute for TBS. Also TBS isn’t very versatile, so if you want a set for PvE and PvP then take this route.
- Willpower (Obtainable from Imperial City keys) – A very good 3 piece that is BoE and still really strong. The extra Magicka goes a long way for our Radiant Oppression!
- Maelstrom (Obtainable from Veteran Maelstrom Arena) – Really powerful for weaving light attacks to enemies inside your Wall of Elements. If you don’t have access to it, you can craft a any staff as an alternative or even front bar Blockade for a very simplistic setup.
- Grothdarr (Obtainable from Vaults of Madness) – This set is straight up ridiculous. Granting some nice Max Magicka as a 1 piece, the 2 piece of this set is INSANE. The up time is fantastic, as it procs off ANY damage. With this you’ll be a living Lava Geyser, causing mobs to get melted right before your eyes. Keep in mind this is melee bound, so you’ll have to be face to face with enemies to capitalize on the power.
- Interchangeable with Valkyn Skoria (Obtainable from City of Ash II) – While much less damage than Grothdarr, this set is is still pretty powerful. The main reason you’ll want to use this is if you can’t be bound to melee range all the time, or you need some extra health.
- Twice-Born Star (Obtainable from 9 trait crafters, in Craglorn) – A very simple yet effective set, allowing two Mundus stones to be used. Pair this with the Thief and Shadow stone for maximum damage and efficiency. The extra Health and Stamina also go a long way in helping us stay alive! In efficient raids with high Major Force up-time (Aggressive Warhorn buff) this set shows its true potential.
- Infallible Aether (Obtainable from any Craglorn Trial) – A source of Minor Slayer, granting 5% damage boost in instanced PvE areas. It also gives some extra crit, making this absolute BiS in group content. On our dual wield bar we’ll activate some more spell damage and crit chance, offering immense damage during execute.
- Since the likelihood of obtaining two Infal sharpened swords is low (very low) I go with Willpower and do just fine.
The Mage (Blue)
- The Apprentice
- Elfborn 38
- Spell Erosion 4
- Elemental Expert 100
- The Ritual
- Thaumaturge 45
The Warrior (Red)
- The Lady
- Elemental Defender 85
- Hardy 85
- Thick Skinned 7
- The Lord
- Quick Recovery 9
- Expert Defender 1
The Thief (Green)
- The Tower
- Magician 100
- The Lover
- Arcanist 87
A rather simplistic setup revolved around raid environments with decent Major Force uptime. If you do more laid back content then try 22 Elfborn and 20 Spell Erosion. The Red tree can also be moved around based on preference and the content at hand.
- Mundus – Thief stone when wearing Julianous, Thief and Shadow when using Twice-Born Star.
- Vampire/Werewolf – I generally don’t use either for PvE but I see a lot of players running Vampire due to the magicka regen. Up to you, though there’s downsides to everything.
- Attributes – All Magicka, nothing else. Attributes scale the best with % amps, so if you need health try and enchant instead.
- Racial Choice – #1 Dunmer, #2 High Elf, and #3 Breton are the top 3 choices for race. Can you play this with something else? Sure, but a Magicka based race will be optimal, especially with longer fights.