Adirakana / PvE Magplar DPS: Subclassing - Templar Build - ESO

Have seen up to 102k DPS with Flame variant

By SANDROCK GW   •  Updated 1 month ago

Fallen Banners PvE Magicka Damage Dealer Templar Has Subclassing Setups
This build can only be viewed by people with the link. It is not publicly listed.

Setups

Different variations of this build

Armor Sets

All equipped armor sets
Equipped active Skills
This build makes use of the upcoming subclassing feature!
The following skill lines from other classes are used : Sorcerer -> Storm Calling
Learn more about subclassing here

Champion Points

All active and passive stars

Character

All about character setup

Attributes

  • Icon icon
    Magicka
    64
  • Icon icon
    Health
    0
  • Icon icon
    Stamina
    0

Mundus stone, Curse

Food, Drinks & Potions
Icon icon Ghastly Eye Bowl
Bananas (1)
Fleshfly Larva||Fleshfly Larvae (1)
Rose (1)
Saltwater Bait (1)
Worms
Icon icon Witchmother's Potent Brew
Bervez Juice (1)
Nightshade (1)
Rice (1)
Small Game (1)
Icon icon Clockwork Citrus Filet
Frost Mirriam (1)
Lemon (1)
Perfect Roe (1)
Red Meat (1)
Icon icon
Crown Tri-Restoration Potion

Passives

All passive Skills

Templar

Weapon

Armor

World

Guild

Alliance War

Racial

Craft

Buffs & Debuffs

Buffs granted from skills, items & potions
Empower icon
Empower
Increases the damage of your Heavy Attacks by 70%.
Gallop icon
Gallop
Increases Mounted Speed by 15%
Major Brutality icon
Major Brutality
Increases Weapon Damage by 20%
Major Prophecy icon
Major Prophecy
Increases Spell Critical chance by 12%
Major Resolve icon
Major Resolve
Increases Physical Resistance and Spell Resistance by 5948
Major Savagery icon
Major Savagery
Increases Weapon Critical by 12%
Major Sorcery icon
Major Sorcery
Increases Spell Damage by 20%
Minor Berserk icon
Minor Berserk
Increases all damage done by 5%
Minor Expedition icon
Minor Expedition
Increases Movement Speed by 15%
Minor Force icon
Minor Force
Increases Critical Damage by 10%
Minor Protection icon
Minor Protection
Reduces damage taken by 5%
Minor Resolve icon
Minor Resolve
Increases Physical Resistance and Spell Resistance by 2974
Minor Slayer icon
Minor Slayer
Increases damage dealt in Dungeons and Trials by 5%
Minor Sorcery icon
Minor Sorcery
Increases Spell Damage by 10%

Guide

Build Explaination

Both Rotations seem to perform similarly, all rotations can easily hit over 90k though 98k is possible consistently, finding the sweet spot for execute range and spam execute range are what make up around 10k+ DPS. This is with Maelstrom's Lightning and a Shock enchant on the front bar. This is to provide concussion/minor vulnerability/off balance to the team. For more damage swap to Maelstrom's Flame and use either Flame enchant or Poison enchant on front bar, Unstable Wall of Flames does more damage then Unstable Wall of Storms, plus Wall of Flames does even more damage to burning targets. Overall if you're looking for higher overall damage go flame especially if you have a DK providing Engulfing Flames on enemies for up to an extra 6% flame damage. This will buff Wall of Flames, Vampires Bane, Shooting Star/Elemental Rage, the Flame Staff Heavy Attack DOT, Zaan's Set, and the Flame enchant if you go for that one. It's possible that CP Wrathful Strikes would be better as Master-At-Arms.

-General Modifications:

1) If you're in a group where there's a lack of penetration swap out CP Fighting Finesse for Force of Nature

2) Swapping barbed trap and vampires bane in the rotation, swapping the order of barbed trap to solar barrage into solar barrage to barbed trap same applies if barbed trap is swapped with vampires bane.

3) This build doesn't have a burst heal in case of an emergency but if you use Spell Power Potions you can remove Degen for a burst heal

4) Might be better to run Lightning Staff front bar instead. Radiant Oppression is becoming Direct Damage instead of DoT

Table of Contents:

LA = Light Attack/ HA = Heavy Attack/ ULT = Main Ultimate if available/ BS = Bar Swap/ RR = Restart Rotation/

-Start Up: Degeneration, BS, Barbed Trap, HA, Vampire's Bane, BS, LA, Unstable Wall of Elements, LA, Shooting Star/Elemental Rage
-Rotation 1: LA, Ritual of Retribution, LA, Channeled Focus, LA, Degeneration, BS, HA, Barbed Trap, BS, LA, Solar Barrage, LA, Unstable Wall of Elements, LA, ULT, BS, (LA, Puncturing Sweep) x10/11 or x9/10 if ULT was used, LA, BS, LA, Unstable Wall of Elements, BS, LA, Vampire's Bane, BS, RR.

 

-If <35% HP Rotation 1: Ritual of Retribution, LA, Channeled Focus, LA, Degeneration, LA, Solar Barrage, BS, HA, Barbed Trap, BS, LA, Unstable Wall of Elements, LA, ULT, BS, (LA, Radiant Oppression) x5/6 or x4/5 if ULT was used, LA, Vampire's Bane, BS, LA, Unstable Wall of Elements, RR.

 

-If <25-20% HP and around <4M HP start Spam Radiant Oppression until end if possible with minimal buffs

 

-If you use the higher rep count (x11) LA into a Vampires Bane and then use LA, Wall of Elements before restarting the rotation instead of BS, LA, Wall, BS, LA, Vamp Bane. I believe you can push a little bit more damage this way.

 

2nd Rotation

-Start Up: Degeneration, BS, Barbed Trap, HA, Vampire's Bane, BS, LA, Unstable Wall of Elements, LA, Shooting Star/Elemental Rage

-Rotation 2: LA, Degeneration, BS, HA, Barbed Trap, BS, LA, Solar Barrage, LA Ritual of Retribution, LA, Channeled Focus, LA, Unstable Wall of Elements, LA ULT, BS, (LA, Puncturing Sweep) x9/10 or x8/9 if ULT was used, LA, BS, LA, Unstable Wall of Elements, BS, (LA Puncturing Sweep) x2, LA, Vampire's Bane, BS, RR

 

-If <35% HP Rotation 2: LA, Degeneration, BS, HA, Barbed Trap, BS, LA, Solar Barrage, LA Ritual of Retribution, LA, Channeled Focus, LA, Unstable Wall of Elements, LA ULT, BS, (LA, Radiant Oppression) x4/5 or x3/4 if ULT was used, LA, BS, LA, Unstable Wall of Elements, BS, (LA Radiant Oppression) x1/2, LA, Vampire's Bane, BS, RR

 

-If <25% HP and around 4M HP Spam Radiant Oppression until end if possible.

Subclassing is possible to open up access to a burst heal in case of an emergency while still giving us access to all our necessary buffs. A possible option is Storm Calling in place of Restoring Light. Using Hurricane as a substitute for the lose of Major Resolve and Ritual of Retribution. It also benefits from the increased damage with Physical attacks in the passive. As for Major Sorcery/Brutality we can now use Critical Surge instead of Degeneration although you'd lose some damage but gain a little bit more healing. And for the burst heal we can use Resolving Vigor giving us Minor Resolve as well. Passives also make us do Reverse Berserk for more damage at the start of a fight and extra Magicka recovery. Due to not using Ritual of Retribution we will save ourselves with some Magicka sustain even though we are losing some from not having the Rune anymore. We will be using some stamina abilities and hopefully those are sustainable, our heal is also stamina since we have no other burst heals. Perhaps Scribing skills can provide a better burst heal.

SANDROCK GW

SANDROCK GW

Updated 1 month ago