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Templar Murder Machine Build


Rickybill

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Hi guys! I've only gotten this build up to level 20 in-game, so not everything has been tested.

 

If you have any ideas, comments, or suggestions, please let me know :)

 

 

TEMPLAR  MURDER  MACHINE

 

GOALS:

 Hit the soft cap on the stamina pool, and have all damage being stamina based. Use the magicka pool for utilities only. Lots of aoe and single target dps, lots of different cc abilities, good pvp battlefield mobility, with decent personal survivability.

 

RACE:

Imperial- Red Diamond- melee attacks restore health-can never have too much health.

Khajit- This may actually be a better fit for this build with their op'd Carnage passive, but I ain’t playing no kitty-cat!

  

ATTRIBUTES:

0 Magicka / 14 Health / 35 Stamina

We must be absolutely determined, to get this build to the stamina soft cap (if not beyond). The damage increase from a level 50 base stamina of 1100, to the soft cap of 2000, is way to much to be ignored. For example: Bow ability “Snipeâ€, at 1100 max stamina, it deals 391 Physical Damage. At 2000 max stamina, it deals 531 Physical Damage, a 36% damage increase, while the stamina cost to use it stays the same!!!  Also keep in mind, that in-combat stamina regen, ticks every 2 seconds, and is based on 5% of your MAX stamina. If it can not be done thru itemization, then do not hesitate to put points into the stamina pool. There is no change in attribute pool amounts between hitting level 50 and VR10. So this will be our total level 50 stat pools (see itemization section for the calculations)

                                                          Magicka – 1100     Health – 1360    Stamina – 1993

If we go 0 Magicka / 49 Health / 0 Stamina, and increase Stamina only thru itemization, (see below) it will give us 1643 Stamina or a damage increase of  21.4%. Not bad, but.......................

 

If we go 0 Magicka / 14 Health / 35 Stamina, it gives us a total Stamina pool very close to the soft cap at 1993 or an additional damage increase of  11.3% 

 

So basically, we are trading 525 Health for a 11.3% damage increase, for a grand total of a 35.2% damage increase above level 50 VR 10 base damage numbers.

 

With this build, we have a minimum 40% damage mitigation in Armor AND Spell resistance. We want to maximize our DPS, and we don’t mind giving up a little health, to become a murdering machine!

 

WEAPONS:

Hot bar #1- Melee Death Bar

Dual Wield (dagger, dagger) - With the passives below, this will give us our best crit chance, really fast, up close, and personal.

 

Hot Bar #2 - Ranged Homicide Bar

Bow- Stamina damaged based, long range, gap extender, aoe and single target. Death from above.

 

ARMOR:

7 Medium – No mix-matching armor here. We will easily hit the armor AND spell resist soft caps, using just one active below, and the passives are what really makes this build a killer – stamina regen, attack speed, sprint speed, crit chance, max them all, and watch your targets quick demise.

 

HOT BAR #1

This is our Melee Death Bar

1. Toppling Charge –  Cost 280 Magicka – Damage 102 - Awesome gap closer, very low resource cost, 22 meter range, stuns, sets off balance, damage sucks because its magicka based, but were using it for utility and stamina savings, unless you can get in a back stab, this will be what opens up our can of whoop arse.

2. Restoring Focus – Cost 196 Magicka -  Now before they can break our cc, pop this little baby, all it does, is give us unreal armor AND spell resistance, blows past the soft caps, and lasts for a full 18 seconds! Oh yeah, it also gives us an additional 15% healing! But what if they hit us with there own cc? Its gonna cause us to burn 50% of our stamina in order for us to break it, right? NOPE! We have TWO different ways to break cc, one uses NO stamina, the other very little.

3. Purifying Ritual – Cost 336 Magicka  Now, these guys are hitting us with all of their resource consumers, cc's, dots, bleeds, poisons, resource drains, and everything else. No problem, we pop this and we INSTANTLY remove FIVE negative effects. Oh, and it also gives us a 12 second Heal Over Time, that gets a big boost from two different synergies in this build.

4. Shrouded Daggers – Cost 308 Stamina – Damage 214-288 -  So now comes the real meat and potatoes of our Melee Death Bar. Remember, our main damage is coming from our stamina pool, and guess how much stamina we have used so far.......NONE......at this point we are only 3-4 seconds into the battle, and now were gonna bring the pain! Were gonna start spamming these next two abilities over and over, one after the other, as fast as possible. This ability is also multi-target, low resource cost, good damage, and just as our enemies cc immunity is coming off of cool down, it adds a 50% multi-target snare, which has a great synergy with our passives adding 15% more damage to our next attack. 

5. Whirling Blades – Cost 392 Stamina – Damage 125-235 -   Aoe attack-All this attack does is restore stamina with every single hit, and the more targets we hit, the more stamina we restore! At first glance, its seems to be a somewhat low damage output, but, were doing 15% more damage due to the rotation, plus 13% more damage due to the ultimate we have slotted, plus 15% from ruffian passive, plus 20% more damage when our targets get under 25% health AND we are critting at around 40%.

6. Ultimate – Flawless Dawnbreaker – Gives us 13% more weapon damage, just for being slotted.

 

Now the main thing to keep in mind about our “Melee Death Bar†build is, that because of our lower magicka pool, we wont be able to keep our awesome armor and spell damage mitigation ability up. We gotta burn all our enemies down within the first 20 sec's or so, or we might be in trouble. We gotta have a quick GAP EXTENDER, to give us some distance, recovery time, and still spam some ranged, non-resource consuming, light and heavy, but still hard hitting,(due to our large Max stamina pool) white damage! That brings us to our second load-out, the Ranged Homicide Bar.

 

HOT BAR #2

This is our Ranged Homicide Bar

1. Magnum Shot – Cost 308 Stamina - Damage 278 - Here is our awesome gap extender! It knocks our enemy back 6 meters and disorients them for 5 seconds, at the same time, it knocks us back 6 meters! An instant spam-able gap extender with cc, to keep our enemies at bay if needed!

2. Restoring Focus – Cost 196 Magicka -  Yep, same ability we have on our melee bar, HUGE armor and spell mitigation, but this time, its got a great synergy with our next ability!

3. Ritual Of Rebirth – Cost 308 Magicka -  Need some big self heals after our murder spree? Here it is! This big aoe heal works great in our build due to all the passives and synergies. Getting a nice 15% boost from the ability above, plus a 30% crit chance, plus increases healing power by 30%, plus also reduces this magicka cost by 30%!

4. Venom Arrow – Cost 252 Stamina – Damage 222 Poison + dot 264 over10 sec -  So now, within just a few seconds, our health is topped off, and we are ready to continue our murdering rampage! At this point, we can switch back into melee, and charge back in, or stay at range, and bring some real pain! This ability has very low cost, great damage, with a off balance, an interrupt, a stun, AND a great dot!

5. Arrow Barrage – Cost 392 Stamina – Damage 46 every 0.5 sec for 3 sec=276 You will learn to LOVE this. With a 33 meter range, only two abilities in the ENTIRE GAME have a longer range (NB's- Mark Target, Bows-Snipe) all other damaging abilities, gap closers, cc's, debuffs, and everything else, are all capped at 28 meters. This gives you a full 5 meters advantage! Its large aoe, great damage, and comparatively low on resource costs. Once you get this range down, in the open battlefield, Its death from above!

6.  Ultimate – Flawless Dawnbreaker – Same as our melee build. 13% more constant damage.

 

PASSIVES:

Must have all the passives maxed out in medium armor. Of special note, the passive “Athleticsâ€, it decreases the stamina cost of “Dodge Roll†by 4% per piece of medium armor. Dodge Roll is already 17.5% cheaper in stamina costs than “Break Free†35% stamina compared to 50% stamina. This will break many cc's and now at a 28% stamina cost reduction! That equates to a 9.8% savings, which means that Dodge Roll is now HALF the stamina cost of “Break Freeâ€!!! That’s huge for pvp.

Passive highlights: 

Our medium armor passives will also add 21% crit chance, 28% stamina regen, 35% attack speed, and the awesome dodge roll reduction.

Our dual wield passives will add 25% more damage when targets under 25% health, 15% damage when target is cc'd, and increase crit chance by 5%.

Our bow passives will add 20% bonus damage for distant targets, weapon crit by 5%, and a nice little synergy with our armor passive, increases movement speed by 30% after dodge roll.

 

ITEMIZATION:

All armor numbers based on VR10 purple gear – This is how we are hitting the stamina soft cap.

All armor pieces will have the Glyph of Stamina Enchantment.  All armor pieces will have the “Infused†trait, which increases armor enchantment effect by 8%

Head, Chest, Legs - will each have a base enchantment of 85 

85*.08+85*3=275.4

Waist, Feet, Hand, Shoulder – will each have a base enchantment of 34

34*.08+34*4=146.8

So we get a total of 422 Stamina from armor enchantments and traits.

We will also be using the Mundus stone boon/buff - “The Towerâ€, which adds an 8% increase to our Stamina pool, giving us an additional 121 stamina

1100(base)+422(armor)+121(mundus stone)=1643 total stamina add 35 points @ 10ea=1993 Stamina

Lets look at snipe @ 1993 stamina = 529 Damage

                             @  1643 stamina = 475 Damage

Weapons – We want “Glyph of Absorb Stamina†- no hard end game numbers yet.

Jewelry – Two rings and one neck less – We want “Glyph of Increase Physical Harm†- adds weapon damage – no hard end game numbers yet.  

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Restoring focuy has a rather small aoe

i dont think Ruffian is effected by snares

I have not been able to test the Dual-Wield passive "Ruffian" in game yet.

 

According to the tool-tip, "Deals 15% more damage when attacking disabled targets. Disabled targets are stunned, immobilized, disoriented or silenced enemies."

 

Nothing in the Dual-Wield tree matches that description, or performs those exact cc's. A snare is not immobilized?

 

Do you mean that this passive procs off of other weapons? 

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I'm guessing snare is lowered movement, while immobilize is total removal of one's ability to move?

 

It just means you'll have to find another way to get the bonus.

 

also, what?! no immovable?  you no like 20 8 seconds of immunity to disabling effects?

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  • 2 weeks later...
Guest randomrove

I for one would be interested to know if anyone who plays on PTS thinks this would be in the realm of viability. Lately I haven't seen any PTS players talk like a heavily stamina oriented build has any chance at end-game.

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