Eso Best Direct Dmg Class

In The Elder Scrolls Online the damage of your abilities is scaled with the resource type required to cast specific spells or attacks. When building your character it’s yet another thing you should keep in mind, and try to use a majority of your spells from skill lines that use the same resource. If you’re putting most of your attribute points into magicka and skill points into weapon skills, you won’t get any extra damage on those abilities. Below is a basic list of skill lines categorized by resources required to cast spells within them.

  • Jul 10, 2017  Please consider supporting the channel by liking the video and subscribing for more content:-) In this video Vress takes a look at how to pick your.
  • All ESO Sets presented in alphabetical order, with links to how to find them. Users on desktop can mouse over the sets to preview. All sets are categorized for easy distinction by the following markers, if no L/M/H markers are present, the set can come in any type.
  • Magicka Templar PvE DPS ESO build Wrathstone /Update 21. You can find all our Pocket ESO Builds right here: Best ESO builds Templar Class. Build Overview. Templars are the holy warriors of the Elder Scrolls Universe.
  • Stamina Templar offers very good group utility making it a very reasonable choice even with better DPS classes around Our recommended build: Stamina Templar PvE DPS. Bad Tier #10 Magicka Warden - at the current state, you shouldn't even consider picking Magicka Warden as a DPS class. Getting this class to do real DPS in Trials and Dungeons is just a waste of time and effort.
  • Magicka: all Class skill lines/spells, Restoration Staff and Destruction Staff, Mages Guild, Vampirism, Undaunted, Light Armor, Soul Magic, Alliance War: Support.
  • Stamina: weapon skills (except staves), Fighters Guild, Warewolves, Medium Armor, Heavy Armor, Alliance War: Assault.

Also worth mentioning is light and heavy weapon attacks also gain bonus damage from your stamina pool.

ESO Damage Dealing Basics. Before you do anything else you need to choose is your DPS going to come from Magicka or Stamina based Skills. Usually both versions work very well for each class with the biggest differences being Skills used and Damage type.

Building a character around this

If you’re building an archer who’s main attacks will be from Bow skill line, then focus your attribute points into a large stamina pool. It will not only enable you to perform more attacks from the same skill line, but also enable you to dodge or sprint more. Furthermore, the damage on all abilities in the Bow skill tree is scaled by your max stamina, making it an obvious choice for this build.

If you want to build some sort of a battlemage — a Sorcerer smacking faces with a melee weapon then you’ll notice your abilities in weapon skills scale with stamina while your class spells scale with magicka. Placing tons of attribute points into both stamina and magicka (plus some in health as well) may not be the most optimal idea. While ESO does allow you to build a unique and flexible character, there are some builds which are less optimal.

An example of a well-rounded build would be a melee DPS Templar with the Aedric Spear class skill line as the main damage source and Light armor for additional magicka bonuses. It’s a very good leveling build that gains additional damage as you increase your magicka. Sprinkling your class abilities with weapon skills like 1H an Shield or Dual Wield is not uncommon, but the abilities in weapon trees will scale off of your stamina of which you potentially won’t have too much.

It’s also important to consider what kind of armor you’ll be using. Light armor gives you bonuses to magicka, while medium will improve your stamina. Thus the aforementioned Templar would often use light armor, while an archer would go with medium. Different types of armour can give you significant bonuses to resources and it’s essential to use the right armor for your build. Even the relatively insignificant racial passives come into play here as every bit helps.

Overcharging

Eso Best Direct Dmg Class

Note: since patch 1.6 soft caps for stats other than Armor and Magic Resist have been removed!

Weapon or Spell Damage, Heath, Stamina, Magicka, and other stats no longer have any soft or hard caps, so you can dump as many points into them as you like.

An important thing to keep in mind is that you can’t just dump all of your attributes into one thing without setting off “overcharge”: a system of diminishing returns. Once you hit the overcharge threshold in any of your character stats placing more emphasis in the same will give you extremely low returns. While a mage would naturally want to increase his magicka pool as much as possible, it’s not always the most optimal way to build a character.

You can gain extra magicka and regeneration from armor, enchants, traits, passive skills, racials and even Mundus stones. Consider spending your attributes more evenly between two main stats as a mage: health and magicka. In fact if you plan on using light armor and plenty of magicka enchants or passives, dumping a lot of points into health can be a good idea: for every attribute point in health you gain +20, while magicka and stamina both give +10 each; meaning spending 10 attribute points into health will give you 200, or 100 of stamina or magicka if spent on those stats respectively. Armor traits and enchants on the other hand have an equal distribution of stats, which means they will give you exactly the same amount of health, magicka or stamina.

Bottom line, it’s best to look at attributes as “support” stats for your equipment which allow you overcome your armor’s lack of particular stat and compliment your character build to enable more diversity. There is no magic formula for spending attributes so if in doubt mix between health and magicka or health and stamina equally.

Conclusion

Thinking about resources required to cast abilities and the damage scaling is just another thing to pay attention to when creating your character build. You should either try to plan your build beforehand with all class and weapon skill trees and especially armor type, or simply find a recommended build from some other more knowledgeable players if you’re afraid of messing up. In the end the damage increase from base attributes isn’t overly potent, so you probably won’t go wrong either way; you can also always respec both your attribute and skill points, although it is fairly costly.

There’s also overcharging to consider: a system of diminishing returns where placing a majority of attributes in the same stat will start yielding significantly low benefits. Overall a good distribution of attribute points, racial passives and armor types can help you make a better character so take it all into account when planning your build.

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Very solid DPS class with an easy transition to Support or Healer role

You can find all our Pocket ESO Builds right here: Best ESO builds

Templar Class

Build Overview

Templars are the holy warriors of the Elder Scrolls Universe. They are able to call upon the power of the Sun itself in order to smite and burn their enemies and heal their allies. Templars are also able to strengthen their friends by restoring Health, Stamina, and Magicka. Magicka Templars excel in dealing Melee and Ranged Damage, and Sustaining that Damage for the whole fight. They are also known for their versatility and abilities which are capable of dealing damage and healing them and their allies at the same time. MT's rotation is regarded as one of the easier ones to learn and master, so this setup is great for players who are still gaining their game experience. Important note: The best Races for Magicka Templars are currently Dunmer, Breton, Khajiit, and Altmer.

We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.

Pros Cons
Good AoE Damage Many abilities force static playstyle, which results in low combat mobility
High Single Target Damage Rotation must be perfected for the optimal resource management
Above average Survivability
Doesn't run out of resources easily, thanks to good Sustain


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Attributes Priority

  1. Magicka -Increases your total Magicka, and positively affects your Damage and Healing done by Magicka spells and abilities. This stat also increases your Damage done with Staves. Higher Magicka pool equals more spells that can be cast during an encounter. This is your main statistic and should be prioritized, or preferably increased exclusively.
  1. Health - Increases your characters durability by increasing its total Health pool, and boosting the effectiveness of healing spells cast on it. Increasing this stat will boost your survivability slightly, but it is not advised, because of Magicka Templar's good survivability skills.
  1. Stamina - Increases your Damage Done with Bows, Swords, Axes, Daggers, and Shields. It also boosts the effectiveness of the Stamina-based skills and abilities and also increases your total Stamina pool. Improving this stat as a Magicka Templar is totally pointless, so avoid it unless you really want to make your character weaker by wasting precious points.

Primary Skillset
[Fire Staff - Primary DPS Bar]

Solar Barrage (Templar: Dawn's Wrath, morphed from Solar Flare) - blasts enemies around you with the Solar Energy, dealing Magic Damage every 2s for 6s. Using this also increases the Damage of your next Light Attack used within the uptime by 40%. Good Damaging ability combined with a buff to your Light Attacks.
Elemental Weapon (Guild: Psijic Order, morphed from Imbue Weapon) - causes your next Light Attack used within 2 seconds to Deal 739 additional Magic Damage. This ability is one of your main Damage sources and should be used to empower your attacks as often as possible without breaking rotation.
Blazing Spear (Templar: Aedric Spear, morphed from Spear Shards) - you bring down the Divine Wrath, dealing Magic Damage to all enemies within the area, and then more Magic Damage every 1s for 8s. While active, friendlies can activate synergy of the Blessed Shard, and restore Stamina or Magicka (the highest percentage is always chosen). Solid AoE ability which also helps with the Sustain of your group.
Radiant Oppression (Templar: Dawn's Wrath, morphed from Radiant Destruction) - you burn your enemy with a beam of Holy Fire, dealing high amounts of Magic Damage over 1.8s. This deals up to 480% more Damage to Targets below 50% Health, and inflicts additional Damage proportional to your current Magicka level, for the maximum of 20% additional Damage. Your main finisher, and execute phase spammable ability, its potential Damage to wounded targets is unbelievable. This is also the reason why you should learn how to manage and maintain your resources properly.
Inner Light (Guild: Mages Guild, morphed from Magelight) - when slotted, it passively increases your Maximum Magicka by 2%, and Spell Critical by 2191. This can be activated in order to reveal Invisible or Stealthed Targets. Inner Light provides you with a strong passive buff which largely contributes to your DPS and adds some Sustain. This also synergizes with the Might of the Guild passive and should be used in order to activate it, preferably before casting an Ultimate.
Ultimate: Elemental Rage (Weapon: Destruction Staff, morphed from Elemental Storm) - creates the Elemental Cataclysm at the Target area; Cataclysm builds up for 2 seconds, and then deals massive amounts of Magic Damage every second for 7 seconds to all Targets in range. Firey Rage deals 10% additional Damage, Ice Rage freezes enemies in place, and Thunder Rage increases the duration by an additional 2 seconds. Great Burst Damage AoE spell, which combined with the Destruction Expert passive helps you Sustain resources in combat.

Secondary Skillset
[Fire Staff - AoE/Defense/Sustain Bar]

Channeled Focus (Templar: Restoring Light, morphed from Rune Focus) - you place a defensive rune on the ground. If you stay on it, you will regenerate 240 Magicka every second and gain 5280 Physical and Spell Resistance; this effect persists for up to 8 seconds after leaving the rune. Physical and Spell Resistance buffs are 50% more effective while you remain inside the Rune.
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - you create an Elemental Barrier by slamming down your Staff. All enemies within the barrier take 198 Magic Damage every Second. Fire blockade deals more Damage to Burning enemies, Frost blockade slows Targets and immobilizes chilled Enemies, and Storm blockade throws concussed enemies off balance. This is a great source of both Single Target and AoE Damage and should be maintained at all times.
Spell Symmetry (Guild: Mages Guild, morphed from Equilibrium) - you sacrifice 6000 Health to gain 3000 Magicka, activating this also reduces the cost of your next Magicka Ability by 25% for 5s. This also reduces your Healing Done and Damage Shield strength by 50% for 4s. This provides you with good Sustain, but at a cost; use it wisely, because it can get you killed when used just before taking Damage.
Channeled Acceleration (Guild: Psijic Order, morphed from Accelerate) - when activated, it increases your Movement Speed by 30% for 9 seconds, and Critical Damage by 10% for 36 seconds. A mobility cooldown paired with a minor DPS buff which can somewhat compensate Downtime caused by relocating during an Encounter.
Harness Magicka (Armor: Light Armor, morphed from Annulment) - Very Strong defensive ability which shields you from incoming Damage, and provides you with some additional Magicka regeneration. It surrounds you with a Magic Barrier which absorbs a maximum of 2715 damage, which is capped at 40% of your Max Health. When this absorbs Spell Damage, you regain 238 Magicka; this effect is increased by 6% for every piece of Light Armor equipped, and cannot occur more than three times per shield.
Ultimate: Crescent Sweep (Templar: Aedric Spear, morphed from Radial Sweep) - A sweeping blow that deals High Damage to all Enemies around you, and an additional Damage every 2 seconds for 6s to all Targets hit. This deals 60% increased Damage to enemies in front of you. Very powerful Ultimate Ability, especially good when AoE Burst Damage is needed. Thanks to the 60% increased frontal damage effect, this also boosts your Primary Target damage significantly.

Notable Passive Skills

Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Magicka Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character.
Prism (Templar: Dawn's Wrath) - your Dawn's Wrath abilities grant you an additional 3 Ultimate; this effect has a 6-second internal cooldown. More Ultimate is always good, and with this passive, you will gain 3 pretty much every 6 seconds.
Illuminate (Templar: Dawn's Wrath) - your Dawn's Wrath abilities now also grant you and your group a 10% Spell Damage buff for the 20s. This provides a great DPS boost to you and every other Magicka user in your group.
Restoring Spirit (Templar: Dawn's Wrath) - Reduces the resource (Ultimate, Magicka, and Stamina) cost of all your abilities by 4%. Great for increased Sustain.
Burning Light (Templar: Aedric Spear) - dealing Damage with an Aedric Spear ability causes you to deal an additional 477 Magic Damage 25% of the time. This effect has a 0.5s internal Cooldown. Aedric Spear abilities are among your main Damage sources, so improving them is just great.
Evocation (Armor: Light Armor) - increases your Magicka recovery by 2% for every piece of Light Armor equipped, and reduces the cost of your Magicka-based abilities by 4%. This will greatly increase your Magicka recovery which in turn will give you much-needed Sustain.
Prodigy (Armor: Light Armor) - increases your Spell Critical by 2191 when you have at least 5 pieces of Light Armor equipped. Damage boosting passive, always good for DPS builds.
Concentration (Armor: Light Armor) - increases your Spell Penetration by 4884 if you have at least 5 pieces of Light Armor equipped. This lets you ignore some of the Enemy's Magic resistances, which in turn increases your Magic Damage done to them.
Ancient Knowledge (Weapon: Destruction Staff) - your Damage done with the Single Target spells is increased by 4% if you have a Flaming Staff equipped. You will have a Flaming Staff equipped, so this is mandatory.
Destruction Expert (Weapon: Destruction Staff) - killing an enemy with Destruction Staff spell, or a Weapon Attack now restores 3600 Magicka. This lets you restore Magicka with your Elemental Rage.
Might of the Guild (Guild: Mages Guild) - Casting a Mages Guild spell now increases the Damage of your next Attack used within 5 seconds by 20%. This has synergy with the Inner Light and should be capitalized on before using an Ultimate.
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. More resources equal more Sustain.

Gear

Recommended Items and Sets:
Chest: Perfect Mantle of Siroria Set
Type: LightTrait: DivineGlyph: Magicka
Legs: Perfect Mantle of Siroria Set
Gloves: LightTrait: DivineGlyph: Magicka
Gloves: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Boots: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Belt: Mother's Sorrow Set
Type: LightTrait: DivineGlyph: Magicka
Head: Zaan Set
Type: MediumTrait: DivineGlyph: Magicka
Shoulder: Zaan Set
Type: HeavyTrait: DivineGlyph: Magicka
Necklace: Perfect Mantle of Siroria Set
Type: JewelryTrait: ArcaneGlyph: Spell Damage
Ring 1: Perfect Mantle of Siroria Set
Type: JewelryTrait: BloodthirstyGlyph: Spell Damage
Ring 2: Perfect Mantle of Siroria Set
Type: JewelryTrait: BloodthirstyGlyph: Spell Damage
Weapon 1: Mother's Sorrow Set
Type: Fire StaffTrait: PreciseGlyph: Fire Enchant
Weapon 2: Maelstrom's Inferno Staff
Type: Fire StaffTrait: InfusedGlyph: Absorb Magic Enchant
Sets used in this build:

Perfect Mantle of Siroria: A Jewelry, Light Armor, and Weapons, bound on pickup, Trial set, which comes in two versions: Imperfect and Perfect; Perfect being, of course slightly better, however, the 5-item bonus is exactly the same for both versions. The whole set can be obtained in the Cloudrest mini-Trial and is a part of the Summerset Chapter; it's one of the best Magicka sets in the game. This set grants the following bonuses:

  1. (2 items) Adds 129 Spell Damage
  2. (3 items) Increases your Damage Done to Dungeon and Trial Enemies by 5%
  3. (4 items) Adds 1096 Maximum Magicka
  4. (5 items) Adds 1096 Maximum Magicka and dealing Direct damage with single target abilities now creates a ring of fire; standing in the ring grants you 30 Spell Damage; this effect stacks up to 20 times, and the ring lasts for 10 seconds.

Zaan: A Shoulder and Helmet Heavy, Medium, and Light Armor Monster set. It requires the Dragon Bones DLC and can be obtained from the Veteran mode Scalecaller Peak in Stormheaven (Helmet), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Trait and type of these set items are RNG-based. The set grants the following bonuses:

  1. (1 item) Adds 833 Spell Critical
  2. (2 items) When you deal damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 15 seconds

Mother's Sorrow: this is an Overland Jewelry, Light Armor, and Weapons set from the vanilla game, which can be looted in the Deshaan. It is regarded as one of the best Overland Magicka sets currently available. Mother's Sorrow set items are bound on equip, so they can be bought from Guild Traders, and other players. Wearing this set will grant you:

  1. (2 items) Adds 1096 Maximum Magicka
  2. (3 items) Adds 833 Spell Critical
  3. (4 items) Adds 833 Spell Critical
  4. (5 items) Adds 1924 Spell Critical

Maelstrom Set - this set is made up by a single piece and can be obtained from veteran Maelstrom Arena. All Maelstrom weapons have a special proc which depends on a weapon type, and is related to a specific ability; a Maelstrom Inferno Staff will grant you:

  1. (1 item; Inferno Staff) Your Light and Heavy Attacks deal an additional 1341 damage to enemies in your Wall of Elements.

Champion Points

High priority
The Lover: Arcanist
The Steed: Ironclad
The Ritual: Thaumaturge
The Apprentice: Elfborn, Elemental Expert
Medium priority
The Shadow: Tumbling, Shadow Ward
The Tower: Warlord
The Lady: Elemental Defender, Hardy, Thick Skinned
The Atronach: Master-at-Arms
The Steed: Spellshield
Low priority
The Lover: Tenacity
The Atronach: Staff Expert
The Apprentice: Spell Erosion

Best Direct Forex


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END NOTE

This is the premiere version of our Magicka Templar Pocket Build for Elder Scrolls Online. This is in our humble opinion, the best possible setup for Magicka Templar which should give you immense DPS and reasonable group utility. We will appreciate any feedback and suggestions given that may help us improve this guide. You can leave those in the comments below.

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