
Stamina Templar 12 Man PvE Build Guide
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Introduction
If you want a class that’s actually fun to play and can still compete with the strongest damage dealers in the game, the Stamina Templar deserves another look. Update 51 gave the Plar some stealth buffs that made it significantly stronger and a little easier to play, and watching our overall DPS jump by roughly 20K when Radiant Oppression starts really hitting is one of the biggest dopamine rushes you can get in ESO!
For most of the fight, everything is structured around Power of the Light. Its six second timer gives our rotation a consistent pattern, but casting it too early means losing its strongest hit. In between those casts, Jabs is doing a lot more than just its own damage, with Burning Light and Aetheric Lancer all working together. Jabs is also a channel, which makes light attack weaving a little trickier and gives us a few things to consider with synergies and bar swaps rotationally.
But once Radiant Oppression replaces Jabs, we’re almost playing a second rotation. Radiant Oppression does a ton of damage, but it also costs Magicka, so we can’t just keep casting everything the same way. We have to decide which dots are still worth reapplying, which buffs we need to maintain, and how to make sure we have enough Magicka to finish the fight. How we play that final stretch has a tremendous impact on the result.
Table of contents
Core rotation concepts
Power of the Light
Power of the Light defines our normal rotation. It marks the target for six seconds which explodes on expiration based on the damage dealt during that time. Let it fully expire before casting it again, or we lose that main explosion.
Biting Jabs
Biting Jabs is our main spammable before execute, striking three times during a 0.8 second channel. Those repeated hits help build Burning Light and proc Aetheric Lancer. Jabs also is a source of Major Brutality, though this only helpful in 12 man if you don't have a DK running Igneous Weapons. Its channel requires more precise weaving, so keep the timing of each light attack consistent.
Radiant Oppression
Radiant Oppression replaces Jabs at around 34% health. Its damage starts increasing below 40%, becoming much stronger as the target’s health falls. Maintaining the buffs that strengthen our beam and managing resources become the priorities through execute.
Aetheric Lancer
Aetheric Lancer works with our Burning Light passive and Aedric Spear abilities. Every second Burning Light proc places a gold AOE in front of us, and while standing in that area, dealing damage with an Aedric Spear ability fires a spear at the target and grants Weapon and Spell Damage. It's one of the strongest sets in the game, and one we're going to want to proc as often as possible until Radiant Oppression steals the lime light.
Skill setup
Standard bar setup for single target boss encounters. Suggested changes for AoE boss encounters and other niche setups are detailed with the respective gear setups below.
FRONT BAR · Dual Wield

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ULT
BACK BAR · Two Handed

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ULT
FRONT BAR
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| 2 | |
| 3 | |
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| 5 | |
| ULT |
BACK BAR
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| 2 | |
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| 4 | |
| 5 | |
| ULT |
SKILL INFORMATION
Blazing Spear
Blazing Spear is a strong ground based DoT, dealing damage on impact followed by damage every second for 10 seconds. Between those two components, it contributes about 12K DPS in our 181K parse, with an initial hit as high as 53.4K and DoT ticks reaching about 12.8K. We stop casting it around 34% when we start using
Radiant Oppression, because keeping it up would leave us without enough Magicka for execute. That means its overall DPS here understates what it contributes while we are maintaining it. As an Aedric Spear ability, it also helps proc
Aetheric Lancer, though less consistently than
Biting Jabs.
Power of the light
Power of the Light is the ability that most defines our rotation. It deals a small tick of damage on cast, then marks the target for six seconds before dealing a much larger burst, with that burst increasing based on how much damage we deal during those six seconds. Between its initial hit and main explosion, it contributes 16.1K DPS in this parse, with a max hit of almost 114K. Both hits also apply
Sundered, so that 16.1K does not include the extra status effect damage. This is one of our strongest abilities, so cast it on cooldown, once every six seconds. Let it fully expire before recasting, or we cancel its primary explosion and lost a TON of damage.
biting jabs
Biting Jabs is our primary spammable before execute. It channels for 0.8 seconds and strikes three times, with each hit having a 10% chance to apply
Sundered. Casting it also gives us
Major Brutality for 10 seconds, increasing Weapon and Spell Damage by 20%. In this parse, Jabs is worth about 22.1K DPS, with individual hits reaching 31.5K, which means up to 95K per cast. As an Aedric Spear ability, it is also our primary way of proccing
Aetheric Lancer: its repeated hits build
Burning Light quickly, and we cast it often enough that it pretty much instantly procs the damage from
Aetheric Lancer without even seeing the AOE in most cases.
Radiant Oppression
Radiant Oppression is our execute, replacing
Biting Jabs as our primary spammable at around 34% health. This is a 3.8 second channel whose damage starts increasing below 40% health, scaling up to a 500% bonus as the target’s health decreases. In this parse, its max tick reaches 242K and it contributes about 32.6K DPS across the whole fight, even though we only cast it for the last 34%. Our execute priorities are covered in the rotation section.
barbed trap
Barbed Trap is basically a Swiss Army knife of utility. Beyond being a strong source of DPS through both its upfront hit and its damage over time component,
Barbed Trap also gives us access to
Hemorrhaging, arguably the strongest status effect in the game, and it's one of the few reliable ways we have of consistently proccing it.
Barbed Trap's upfront hit and DoT combine for about 4.9K DPS here, with
Hemorrhaging contributing another 1.3K.
Barbed Trap can also serve as our source of
Minor Force whenever that's not being sourced from a mythic like the
Velothi Ur-Mage's Amulet or the werewolf's
Feeding Frenzy synergy in raid scenarios.
flawless dawnbreaker
We will never cast
Flawless Dawnbreaker, it instead exists for the
Slayer passive in the Fighters Guild tree, which increases our weapon and spell damage by 3% per Fighters Guild ability slotted. 3% is a massive increase to our already stupid high base amount of weapon and spell damage. This is a no brainer passive buff.
Ritual of Retribution
Moving to the back bar, we have
Ritual of Retribution. This places a large area on the ground that deals damage every two seconds for 20 seconds, with the damage increasing by 12% per tick. That means the later ticks are significantly stronger than the first few, so we want to let the ability fully expire instead of repeatedly refreshing it early. It’s one of the weaker overall DOTs in this setup, but it’s particularly useful in raid scenarios because of the Purify Synergy. Purify is one of the only synergies in the game that all 12 players can see at the same time. Everytime you take a synergy, you are put on a cooldonw for that synergy in particular for 20 seconds. This matters when we talk about Alkosh. Taking a synergy procs
Roar of Alkosh for 10 seconds, so in a perfect world, 2 synergies can maintain this set, and since purify is one of 3 synergies a player can reliably see at all times, it becomes extremely important to incorporate for the sake of consistent Kosh uptimes, and therefore, good overall group DPS.
Stampede
Stampede is a respectable DoT on its own, ticking as high as 7.4K, with the impact and DoT combining for about 5.9K DPS, but its real value comes from proccing our
(Perfected) Merciless Charge buff. When we cast
Stampede with a VMA Greatsword equipped, we gain a 12% increase to all direct damage sources, which make up the vast majority of the class's toolkit.
Stampede grants this buff for 18 seconds, even though the ability itself only lasts 15. So while we generally want to reapply it as close to expiration as possible, this is one of the easier DoTs to delay briefly if needed, though this should be pretty rarely utilized on the Templar.
Carve
Carve is a skill in the setup whose role is almost entirely tied to its value as a damage over time effect. We like
Carve because of its extremely long duration, reaching 32 seconds once we've built it up. Its actual DPS output is fairly comparable to something like
Fiery Contingency, with the bleed contributing about 4K DPS and ticking as high as 11.5K; including the upfront hit,
Carve contributes about 5.3K DPS overall. But because
Carve lasts significantly longer, we spend fewer casts maintaining it over the course of a fight. That matters a lot because every cast we save on a DoT is another cast that we can instead use on our spammables. So even if another DoT may appear equal, or even slightly stronger on paper,
Carve often results in more net damage overall simply because of the extra spammables we end up getting.
Solar Barrage
Solar Barrage deals damage around us every two seconds for 20 seconds, contributing about 6.4K DPS, with a max tick of about 16.6K. But on top of its own damage, it also increases our damage done with class abilities by 5% while it's active. That includes our strongest sources of damage, like
Biting Jabs,
Power of the Light, and
Radiant Oppression, so its damage alone in our CMX doesn't do it justice: it’s one of few DOTs we actually want to try to keep up in exe even.
Vampire's Bane
Vampire's Bane is another long duration DoT, dealing an initial tick on cast followed by a pretty weak DOT that lasts for 30 seconds. Between those two components, it contributes about 6.6K DPS in this parse, our weakest individual ability. However, it gives us
Major Savagery for 30 seconds, an absolutely essential buff that increases our crit chance by 12%. So we're getting a mediocre DoT, BUT a long duration DOT that let’s us use more spammables over the course of a fight, and an essential crit buff, so don’t let its weak damage fool you.
Onslaught
Finally, our ultimate of choice,
Onslaught. This ability is not slotted for the sake of raw damage. Instead, whenever we cast it, we get 100% crit chance for eight seconds. Over the course of an entire fight, this ult will only do maybe 2K DPS, but the damage increase that we receive during this burst window is absolutely tremendous, and playing it properly is an essential component of a Plar's rotation.
Now, if you've parsed on the Plar in the past, you would know why 100% crit chance means a lot, specifically for execute. Most of a Plar's damage is made below 20%, so having an ultimate that gives us 100% crits with
Radiant Oppression is by far the strongest way to increase our damage.
Now, do note that an ultimate like
Shooting Star is stronger on a one to one basis, especially above that kind of 30% threshold where we start using
Radiant Oppression. For this reason, in the dynamic parses that you can see from Alduin below, he slots
Shooting Star to start the fight and then swaps to
Onslaught once the fight begins, getting a big burst of damage from the stronger ultimate to start, but then benefiting from the 100% crit chance from
Onslaught for the rest of the fight. I managed 181K in a static rotation without making this niche swap, but that's yet another reason that the dynamic rotation will parse significantly higher.
ALTERNATE AND SITUATIONAL SKILLS
CLASS SKILLS
Radiant GloryreplacesRadiant OppressionI'd suggest using the morph in content. Its scaling starts a little later, which makes it a little weaker, but it heals for a TON during its channel. Casting Beam later in the fight also helps with the intense mag drain you experience on the Stamplar in exe.
Radiant AurareplacesCarveRadiant Aura gives your Minor Recovery buffs for a full minute on cast, making it a solid prebuff ability in solo situations for the sake of sustain.
Rune FocusreplacesCarveIf you're having trouble sustaining Mag, Rune Focus is one of the only skills in the game that give an unnamed Magicka Recovery buff. This means it stacks with common buffs like Major and Minor Intellect. It also gives Major Resolve, which is an incredibly important defense buff if not provided by a warden in raid.
Channeled FocusreplacesCarveIf you're having trouble sustaining Stamina, Channeled Focus is one of the only skills in the game that give an unnamed Stamina Recovery buff. This means it stacks with common buffs like Major and Minor Endurance. It also gives Major Resolve, which is an incredibly important defense buff if not provided by a warden in raid.
WEAPON SKILLS
Endless HailreplacesStampedeWhen running a bow on the back bar, which is optimal in AoE situations, use this instead of Stampede and pair it with the VMA bow.
Poison InjectionreplacesCarveIf you want to run a bow on the back bar as a playstyle preference, use this instead of Carve and pair it with the Master's Bow.
Elemental BlockadereplacesStampedeWhen running a Destruction Staff on the back bar, which can be very good in AoE situations, use this instead of Stampede and pair it with the VMA Inferno Staff.
Elemental RagereplacesOnslaughtWhen running a Destruction Staff on the back bar for extra AoE damage, Elemental Rage gives us more overall AoE damage than Onslaught. It's the strongest ultimate per cast available to us with a Destruction Staff.
WORLD
Exhilarating DrainreplacesCarveThis ability is very strong in fights with extended downtime, with Sunspire being its most notable use case. While the Dragon is in the air, you can use Vamp Drain to guarantee an Ultimate for the landing, allowing you to ult immediately, proc Ultimate-based sets like Pillager or Cryptcannon, and potentially build enough Ultimate to cast again during the same phase. While less common today, it remains a solid option whenever a fight gives you significant downtime.
Simmering FrenzyreplacesCarveKnown as toggling, Simmering Frenzy provides Weapon and Spell Damage. It can give the Plar a decent DPS gain in extremely optimized, short, bursty scenarios, but it takes careful decisions and makes survivability a lot trickier.
GUILD
Shooting StarreplacesOnslaughtIn AOE situations where you are not running a Destruction Staff, Shooting Star is the strongest ultimate pre exe. Once we start casting Radiant Oppression, even in AOE situations, we'll get more damage by casting our front bar ult Dawnbreaker to increase our Weapon and Spell Damage for Radiant Oppression/Glory. Shooting Star also has some use case as a prebuff on the dummy, as outlined in the rotation section of this guide.
Scalding RunereplacesCarveGenerally our next best World DoT for shorter single target fights. This is one of our weaker flex options, but it works well when we can pre DoT a short burst phase. The dragons in Sunspire are a great example: extremely optimized groups can push them in 20 to 30 seconds. Casting Rune before the dragon lands lets us get its full duration while spending more of the phase on our other abilities.
Mystic OrbreplacesCarveMystic Orb is an absolute must have in your group. Its Combustion synergy deals more damage per activation than any other synergy in the game, and while most comparable damage synergies can only be consumed by four to six players, all 11 of your allies can activate Combustion from the same Orb. This makes it incredibly good for group damage, a reliable way to proc essential sets like Alkosh, and a significant source of resources for the group. Even if Mystic Orb is a personal DPS loss, the damage and utility provided through Combustion make it a massive group DPS gain.
ALLIANCE WAR
Anti-Cavalry CaltropsreplacesCarveThis skill is valuable in any boss fight with multiple targets or frequent adds, but it also excels in short single target burst phases. In fights lasting 15 seconds or less, you can get the full damage value of this ability. By comparison, a 20 second DoT like Scalding Rune would only deal around 75% of its total damage before the fight ends, preventing it from getting its full value. This makes shorter DoTs like Caltrops especially valuable when maximizing damage in a limited burst window.
Recommended skill setup for trash pulls. Some options change depending on gear, which is detailed in the next section of this guide.
FRONT BAR · Dual Wield

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ULT
BACK BAR · Bow or Destruction Staff

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ULT
FRONT BAR
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| 2 | |
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| 5 | |
| ULT |
BACK BAR
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| ULT |
SKILL INFORMATION
GENERAL RULE FOR TRASH DAMAGE
The goal in trash is AoE burst. Elite mobs in the most recent raids can have up to 5 million HP, which means that with eight damage dealers, each DD only needs to contribute roughly 625K total damage to kill that target. This is a slight oversimplification: buff DDs will contribute less while parse DDs contribute more, but the principle remains the same. Ideally, we want that 625K damage to come from abilities that hit every elite mob at once, rather than killing each target individually.
When executed properly, most trash pulls should last less than 10 seconds, which makes many traditional DoTs far less valuable. Because of this, we want to prioritize AoE abilities that can be cast out of combat and between trash pulls, allowing us to enter each pack with our abilities already rolling. Once the pull starts, we can cast one or two additional abilities before focusing solely on using our AoE spammable to quickly burst down the entire pack.
biting jabs
Biting Jabs is our strongest AOE spammable on the Stamplar. This ability can hit up to 6 targets, and it does so in a pretty wide conal AOE. Because of its conal and its target cap though,
Biting Jabs is only worth running is the trash pulls are stacked quickly and tightly, so that everything is within the conal AOE of jabs. If you can't hit all of the primary targets with Jabs consistently, you'll want to run
Whirling Blades instead, a spammable with a much wider radius that is only slightly weaker.
Radiant Glory
It's insane how strong
Radiant Glory is. Despite being a singlet target ability, your DPS in trash will go up significantly if you're able to to cast this once or twice on a couple different adds. In a perfect world, everything dies at the same time: that means that damage was distributed evenly to all targets, which is the quickest way to kill a pull. However, if one add clearly has more health than the other, having the Templar cast
Radiant Glory or
Radiant Oppression on it can help quickly balance out the uneven damage.
Blazing Spear
Blazing Spear is a strong ground based DoT for Trash. Its 10 second duration means that we will almost always get the abilities full damage value. It does its damage in an AOE, though a small one, it can be cast as a sudo prebuff going into a pull, but most impactfully, its damage on application is incredibly strong, strong enough to be the go to spammable on the Magplar in trash even. One of few DOT/AOE type abilities worth casting!
QUICK CLOAK
Quick Cloak is one of the stronger DoTs in the game. While it isn’t quite valuable enough for single target fights on the Plar, it becomes an obvious choice in trash because we can prebuff it between pulls. Its damage starts immediately without costing us a GCD once combat begins. It also provides
Major Expedition, which is useful if a support isn’t running Rapids for whatever reason.
CAMOUFLAGED HUNTER
Camouflaged Hunter is a buff skill. It provides
Major Savagery, our Major Critical Chance buff, and
Minor Berserk after dealing critical damage from an enemy’s flank. Spear Wall and our healer’s
Combat Prayer already provide
Minor Berserk in this setup, so that part is less relevant.
Most importantly, Camouflaged Hunter gives us 3% extra Weapon and Spell Damage through
Slayer. With our class passives pushing our base Weapon and Spell Damage so high, percentage increases become massive on the Plar.
FLAWLESS DAWNBREAKER
Flawless Dawnbreaker is another Fighters Guild buff slot for
Slayer. We’ll rarely, if ever, cast this ultimate in content. It’s here to increase our damage.
ARROW BARRAGE
Like
Liquid Lightning,
Arrow Barrage is a strong AoE that ticks every second, but this one only lasts 10 seconds. In a 10 to 12 second pull, we get its full value. We can cast it while running into the pack and use it as a prebuff, since there is about a one second delay before it lands. That makes it even more valuable in trash.
The Maelstrom Bow increases that damage even further, making
Arrow Barrage one of the absolute strongest AoE DoTs we can run in trash.
Solar Barrage
Solar Barrage is probably the weakest individual DOT on this barsetup, but its value extends far beyond its damage. It's a decent DOT that deals damage around us, which makes it an ability that we can prebuff with out of combat, between pulls. It also increases the damage of our Templar abilities by 5%: our strongest skills, like
Biting Jabs,
Radiant Glory, and
Blazing Spear in trash.
PROXIMITY DETONATION
Proximity Detonation is a little tricky. After an eight second delay, it explodes around us, with damage increasing by 100% for each target hit. That makes it another valuable prebuff between pulls, ideally timed to explode as combat starts.
Try to time it so the explosion goes off when you are close to as many adds as possible, including low health adds for maximum scaling. When timed and positioned correctly,
Proximity Detonation does a ton of damage.
Repentance
Repentance is slotted on the Plar as an ability to cast after a trash pull concludes to restore resources. Stamina sustain in trash can get a little tough, especially when we're using expensive skills like
Arrow Barrage while spamming
Biting Jabs.
Repentance makes that sustain easy though, restoring a good chunk of stam per corpse consumed, which, in Trash, adds up quickly!
Camouflaged Hunter
This is our flex slot. Most optimally, you would run
Elusive Mist, mainly for mobility, but as another decent DOT that you can activate out of combat as a prebuff as well. That does require Vampirism though, which I personally am not a huge fan of for this class. Alternatively, if your Trash pulls are on the longer side,
Anti-Cavalry Caltrops becomes a strong AOE worth slotting. Longer pulls means you can get away with casting a couple more AOEs, and
Anti-Cavalry Caltrops 15 second duration allows it to get its full duration in longer pulls, making it very worthwhile.
Shooting Star
Shooting Star is the best ultimate we have access to for AOE damage. When cast, a meteor slams into the target, dealing a massive burst of damage on impact, leaving behind a relatively small AOE that ticks for a ton of additional damage over time. Maybe more importantly, every enemy hit restores Ult. That means, we don't just measure
Shooting Star's DPS. We measure the damage x amount of
Shooting Star Casts that we're able to get because of the extra ult gen do vs the amount of damage another ult does based on the total casts of that one we get. For example,
Elemental Rage is stronger on a 1 to 1 basis, but 2
Shooting Star's result in more overall damage than 1
Elemental Rage.
ALTERNATE AND SITUATIONAL SKILLS
WEAPON SKILLS
Whirling BladesreplacesBiting JabsUse as a primary spammable when adds are not being stacked quickly or tightly.
Elemental BlockadereplacesArrow BarrageWhen opting for a Destruction Staff in trash, replace Arrow Barrage with Elemental Blockade and pair it with the Maelstrom Inferno Staff. Wall of Elements is one of the strongest AoEs in the game. It is just less optimal than Arrow Barrage with the Maelstrom Bow in very short trash pulls.
Elemental RagereplacesShooting StarThe strongest AOE ult per cast in the game. It can be especially valuable in pulls that last long enough for its full duration, or when enemies take longer to stack and late arriving adds can still be hit by the remaining ticks.
WORLD
Elusive MistreplacesCamo Hunter (Back Bar)The strongest generic option, but requires Vampirism.
GUILD
Race Against TimereplacesCamo Hunter (Back Bar)Race Against Time is one of my favorite mobility skills in the game. It provides Major Expedition for 4 seconds, removes snares, and grants Minor Force for 20 seconds. Minor Force only matters if you are not running the Velothi Ur Mage’s Amulet and do not have a Werewolf in the group. The extra mobility is incredibly useful for mechanics away from the group, such as pulling levers in Dreadsail Reef, since movement between encounters can be one of the biggest limiting factors in trial time.
Mystic OrbreplacesCamo Hunter (Back Bar)Mystic Orb is an absolute must have in your group. Its Combustion synergy deals more damage per activation than any other synergy in the game, and while most comparable damage synergies can only be consumed by four to six players, all 11 of your allies can activate Combustion from the same Orb. This makes it incredibly good for group damage, a reliable way to proc essential sets like Alkosh, and a significant source of resources for the group. Even if Mystic Orb is a personal DPS loss, the damage and utility provided through Combustion make it a massive group DPS gain.
ALLIANCE WAR
Anti-Cavalry CaltropsreplacesCamo Hunter (Back Bar)If your group’s trash pulls are a little slower, around 15 to 20 seconds, Anti-Cavalry Caltrops will be worth more DPS than Camo Hunter on the back bar. In less optimized groups, those longer pulls let Caltrops run its full duration and deal all of its damage, making it one of the strongest AoEs in the game in this scenario.
How to choose the best flex slot and which survivability skills work best on this build.
FRONT BAR · Dual Wield

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2

3

4

5

ULT
BACK BAR · Two Handed

1

2
SLOT
3

4

5

ULT
FRONT BAR
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| ULT |
BACK BAR
| 1 | |
| 2 | |
| 3 | Flex slotThis is our primary flex slot. We’ll replace Carve with a survivability option that fits the situation as needed. |
| 4 | |
| 5 | |
| ULT |
ALTERNATE AND SITUATIONAL SKILLS
CLASS SKILLS
Honor the DeadreplacesCarveStrongest burst heal the Templar has access to.
Breath of LifereplacesCarveSlightly Weaker burst heal than honor the dead, but heals one additional ally for half the amount.
ALLIANCE WAR
Resolving VigorreplacesCarveA strong self heal over a short duration. It also provides Minor Resolve, increasing our Armor and giving us more survivability when we need it most.
Echoing VigorreplacesCarveEchoing Vigor is one of the best healing options in raid situations because its HoT stacks between players. During mechanics with heavy incoming damage, multiple DDs can slot and cast Echoing Vigor together, typically giving each player 3 to 4 simultaneous stacks of the HoT and providing an enormous amount of group healing.
Boss setups
Recommended gear setup for each boss type in the game.
Best build for the parse dummy.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Slivers of Nul Arca
From the Trial Lucent Citadel,
(Perfected) Slivers of Null Arca serves as our trial set and therefore our source of Minor Slayer. Its proc condition is extremely simple: whenever we deal Critical Damage three times, the set procs. The proc operates on a very short cooldown, so it's activating often, worth about 10k DPS over the course of an entire fight on our CMX.
Aetheric Lancer
Our second set
Aetheric Lancer is a class set from the infinite archive, and both provides strong proc damage and significant buffs to our own damage. Every time
Burning Light does 2 ticks of damage, you place a 5 meter AOE in front of you. Dealing Damage with an Aedric Spear ability while standing in the AOE causes a spear to launch at your target, dealing a ton of damage, applying the
Sundered status effect, which remember deals damage and increases your Weapon and Spell damage by 100, AND increases your Weapon and Spell Damage by another 300 for 10 seconds. This set does a TON of damage, a max tick of 85K, worth 14K DPS over the course of an entire fight, MORE DAMAGE than
(Perfected) Slivers of Null Arca AND it does even more DPS with
Sundered AND it gives us a ton of weapon and spell damage. It’s a no brainer.
The huntsman warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
ALTERNATE SETS
REPLACES NULL ARCA
Arms of Relequenreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Ansuul's Tormentreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mora Scribe's Thesisreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Whorl of Depthsreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mantle of Siroriareplaces
Slivers of Null ArcaRun on weapons and jewelry.- Beserking Warriorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Aegis Callerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Tide-Born Wildstalkerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Kvatch Gladiatorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Order's Wrathreplaces
Slivers of Null ArcaRun on weapons and jewelry.
REPLACES AETHERIC LANCER
Aegis Callerreplaces
Aetheric LancerRun on weapons and jewelry.
Arms of Relequenreplaces
Aetheric LancerRun on Body.
Ansuul's Tormentreplaces
Aetheric LancerRun on Body.
Kvatch Gladiatorreplaces
Aetheric LancerRun on Weapons and Jewelry.
Tide-Born Wildstalkerreplaces
Aetheric LancerRun on Body.
Highland Sentinelreplaces
Aetheric LancerRun on Body.
Order's Wrathreplaces
Aetheric LancerRun on Body.
REPLACES HUNTSMAN'S WARMASK
Velothi Ur-Mage's Amuletreplaces
Huntsman's Warmask
REPLACES (PERFECTED) MERCILESS CHARGE
Caustic Arrowreplaces
Merciless Charge
BRP Daggersreplaces
Merciless Charge
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third piece stat line in the game. If we analyze only the value of a set’s five piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one to one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12 man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, we have to be aware of any sets that gives us a stat bonuses. For example,
(Perfected) Ansuul's Torment gives us a 7% damage increase, and if we run this set on our Front Bar Weapons, we would only have this damage bonus active while on the Front Bar. For the Plar, we retain Aetheric Lancer on the body so its five piece bonus stays active through bar swaps. If you're pairing 2 sets that are best run on the body, run the set that is worth the largest DPS gain on the body as a priority.
Proc Sets
Finally, if you are choosing between two proc sets, consider how each one triggers.
(Perfected) Slivers of Null Arca fires a crystal at three stacks, then has a four second cooldown before it can build stacks again. Its short cooldown makes it easy to keep active on the body if you are replacing Aetheric Lancer. When paired with Aetheric Lancer, though, we'd run
Slivers of the Null Arca on weapons and jewelry so Aetheric Lancer continues to proc regardless of the bar we're on, otherwise, we'd nuke the sets DPS.
Alternate Set Info
(Perfected) Arms of Relequen
(Perfected) Arms of Relequen comes from the trial Cloudrest. Every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically, Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than what’s considered the strongest single target set in the game.
Run
(Perfected) Arms of Relequen on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Arms of Relequen on the body when replacing Aetheric Lancer.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12-man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Templar. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition. Major Resolve contributes to Mora's Critical Chance bonus, while Minor Expedition contributes to its Critical Damage bonus. Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game. It deals its damage in a large AoE radius, making it extremely valuable for AoE encounters as well as single target ones. Its raw damage is a little bit lower than a set like
(Perfected) Slivers of Null Arca, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means it will proc from our front bar Light Attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can effectively get near 100% uptime. Because we can proc the set by simply Light Attacking, it’s extremely easy to run on the front bar.
Run
Aegis Caller on weapons and jewelry regardless of the set you're replacing, since it's cooldown is very long and easy to proc.
(Perfected) Whorl of the Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DoT to the target that deals Frost Damage over eight seconds. When that effect ends, a five meter whirlpool is created around the target for six seconds, dealing a ton of AoE damage. Because of that AoE damage, Whorl is a great option for both single target and AoE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor Trial set, Whorl should only replace Slivers of Null Arca and should stay on weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active, AY gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Because it’s a Heavy Armor set, run it exclusively on weapons and jewelry, replacing Slivers of Null Arca.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something we can activate in an organized raid, for all intents and purposes we consider
(Perfected) Ansuul's Torment primarily for its reliable 7% damage done increase.
Run
(Perfected) Ansuul's Torment on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Ansuul's Torment on the body when replacing Aetheric Lancer.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five piece bonus. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. We can get away with running a set that gives a stat increase on the front bar because that buff comes from a proc. It lasts regardless of which bar we’re on as long as we maintain our stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on weapons and jewelry.
Tide Born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes it one of the strongest craftable sets in the game. If you don’t have any of the previous options, Tide Born can perform very close to our meta sets.
Run
Tide-Born Wildstalker on weapons and jewelry when replacing Slivers of Null Arca.
Run
Tide-Born Wildstalker on the body when replacing Aetheric Lancer.
Kvatch Gladiator
An oddly specific Templar exclusive,
Kvatch Gladiator gives us a bunch of Crit Chance for its second and third piece, but more importantly, gives nearly 1500 Weapon and Spell Damage against targets below 25% health. Since such a large portion of the Plar's DPS centers around
Radiant Oppression, Kvatch becomes a uniquely strong craftable set for the Templar, and one to even consider slotting for certain raid scenarios. For example, when Sanity's Edge first came out, many teams intentionally included Templars with
Kvatch Gladiator because the First and Third boss execute phases were incredibly difficult, and began at around 25%. Taking a damage loss in the fist 75% to NUKE the most difficult and most dangerous portion of the fight can be a very worthwhile tradeoff. Because we use this set primarily as a DPS increase for
Radiant Oppression, it's one that we should almost always run on the front bar Weapons and Jewelry.
Highland Sentinel
Highland Sentinel is the second strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go to replacement. But if you’re okay trying to min max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first.
Highland Sentinel can only be run on the body.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making it strong and versatile for newer players, unoptimized groups, or even solo and four man groups. You can craft it at Steadfast Hammer and Saw in High Isle and Amenos.
Run
Order's Wrath on weapons and jewelry when replacing Slivers of Null Arca.
Run
Order's Wrath on the body when replacing Aetheric Lancer.
Mythics and Arena Weapons
(Perfected) Caustic Arrow
(Perfected) Caustic Arrow is a strong playstyle alternative if you want a bow for single target boss fights. Casting
Poison Injection gives us 330 Weapon and Spell Damage against enemies affected by it. It isn’t nearly as strong as the Maelstrom Greatsword for this build, so treat it as a playstyle choice rather than a meta substitution.
(Perfected) Spectral Cloak
(Perfected) Spectral Cloak reduces our damage taken and increases our damage done by 6% while
Blade Cloak is active. It isn’t stronger than our main setup and is rarely used in a meta Plar build, but it’s a solid alternative if you don’t have the Maelstrom Greatsword or Master's Bow.
The Velothi Ur Mage's Amulet
Velothi Ur-Mage's Amulet is our strongest mythic for AoE damage.
Velothi Ur-Mage's Amulet gives us Offensive Penetration, which helps us reach the pen cap when AoE targets do not all have debuffs like Crusher for example. Most importantly, it increases our damage done to monsters by 15%, but this comes at the cost of reducing our Light and Heavy Attack damage by 99%.
That penalty matters in single target fights, where Light Attacks make up a meaningful share of our DPS. In AoE situations though, those attacks still hit only one target while our AoE abilities scale with the number of enemies. If Blazing Spear ticks for 10K on one target, that is 10K damage per second. Against two targets, it is 20K, and against three, its 30K, and so on. Since light attacks can only target one enemy at a time, giving them up costs relatively little in an AoE scenario. That makes Velothi’s 15% damage bonus the strongest mythic option for this setup.
Important:
Velothi Ur-Mage's Amulet does not mean we stop light attack weaving. Light attacks still proc enchants, status effects, and help maintain Ultimate generation. Keep weaving even though the attacks themselves barely deal damage.
Best build for your average Single Target Oriented Boss fights
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Slivers of Nul Arca
From the Trial Lucent Citadel,
(Perfected) Slivers of Null Arca serves as our trial set and therefore our source of Minor Slayer. Its proc condition is extremely simple: whenever we deal Critical Damage three times, the set procs. The proc operates on a very short cooldown, so it's activating often, worth about 10k DPS over the course of an entire fight on our CMX.
Aetheric Lancer
Our second set
Aetheric Lancer is a class set from the infinite archive, and both provides strong proc damage and significant buffs to our own damage. Every time
Burning Light does 2 ticks of damage, you place a 5 meter AOE in front of you. Dealing Damage with an Aedric Spear ability while standing in the AOE causes a spear to launch at your target, dealing a ton of damage, applying the
Sundered status effect, which remember deals damage and increases your Weapon and Spell damage by 100, AND increases your Weapon and Spell Damage by another 300 for 10 seconds. This set does a TON of damage, a max tick of 85K, worth 14K DPS over the course of an entire fight, MORE DAMAGE than
(Perfected) Slivers of Null Arca AND it does even more DPS with
Sundered AND it gives us a ton of weapon and spell damage. It’s a no brainer.
The huntsman warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
ALTERNATE SETS
REPLACES NULL ARCA
Arms of Relequenreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Ansuul's Tormentreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mora Scribe's Thesisreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Whorl of Depthsreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mantle of Siroriareplaces
Slivers of Null ArcaRun on weapons and jewelry.- Beserking Warriorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Aegis Callerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Tide-Born Wildstalkerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Kvatch Gladiatorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Order's Wrathreplaces
Slivers of Null ArcaRun on weapons and jewelry.
REPLACES AETHERIC LANCER
Aegis Callerreplaces
Aetheric LancerRun on weapons and jewelry.
Arms of Relequenreplaces
Aetheric LancerRun on Body.
Ansuul's Tormentreplaces
Aetheric LancerRun on Body.
Kvatch Gladiatorreplaces
Aetheric LancerRun on Weapons and Jewelry.
Tide-Born Wildstalkerreplaces
Aetheric LancerRun on Body.
Highland Sentinelreplaces
Aetheric LancerRun on Body.
Order's Wrathreplaces
Aetheric LancerRun on Body.
REPLACES HUNTSMAN'S WARMASK
Velothi Ur-Mage's Amuletreplaces
Huntsman's Warmask
REPLACES (PERFECTED) MERCILESS CHARGE
Caustic Arrowreplaces
Merciless Charge
BRP Daggersreplaces
Merciless Charge
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third piece stat line in the game. If we analyze only the value of a set’s five piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one to one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12 man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, we have to be aware of any sets that gives us a stat bonuses. For example,
(Perfected) Ansuul's Torment gives us a 7% damage increase, and if we run this set on our Front Bar Weapons, we would only have this damage bonus active while on the Front Bar. For the Plar, we retain Aetheric Lancer on the body so its five piece bonus stays active through bar swaps. If you're pairing 2 sets that are best run on the body, run the set that is worth the largest DPS gain on the body as a priority.
Proc Sets
Finally, if you are choosing between two proc sets, consider how each one triggers.
(Perfected) Slivers of Null Arca fires a crystal at three stacks, then has a four second cooldown before it can build stacks again. Its short cooldown makes it easy to keep active on the body if you are replacing Aetheric Lancer. When paired with Aetheric Lancer, though, we'd run
Slivers of the Null Arca on weapons and jewelry so Aetheric Lancer continues to proc regardless of the bar we're on, otherwise, we'd nuke the sets DPS.
Alternate Set Info
(Perfected) Arms of Relequen
(Perfected) Arms of Relequen comes from the trial Cloudrest. Every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically, Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than what’s considered the strongest single target set in the game.
Run
(Perfected) Arms of Relequen on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Arms of Relequen on the body when replacing Aetheric Lancer.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12 man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Templar. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition. Major Resolve contributes to Mora's Critical Chance bonus, while Minor Expedition contributes to its Critical Damage bonus. Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game. It deals its damage in a large AoE radius, making it extremely valuable for AoE encounters as well as single target ones. Its raw damage is a little bit lower than a set like
(Perfected) Slivers of Null Arca, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means it will proc from our front bar Light Attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can effectively get near 100% uptime. Because we can proc the set by simply Light Attacking, it’s extremely easy to run on the front bar.
Run
Aegis Caller on weapons and jewelry regardless of the set you're replacing, since it's cooldown is very long and easy to proc.
(Perfected) Whorl of the Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DoT to the target that deals Frost Damage over eight seconds. When that effect ends, a five meter whirlpool is created around the target for six seconds, dealing a ton of AoE damage. Because of that AoE damage, Whorl is a great option for both single target and AoE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor Trial set, Whorl should only replace Slivers of Null Arca and should stay on weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active, AY gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Because it’s a Heavy Armor set, run it exclusively on weapons and jewelry, replacing Slivers of Null Arca.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something we can activate in an organized raid, for all intents and purposes we consider
(Perfected) Ansuul's Torment primarily for its reliable 7% damage done increase.
Run
(Perfected) Ansuul's Torment on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Ansuul's Torment on the body when replacing Aetheric Lancer.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five piece bonus. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. We can get away with running a set that gives a stat increase on the front bar because that buff comes from a proc. It lasts regardless of which bar we’re on as long as we maintain our stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on weapons and jewelry.
Tide Born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes it one of the strongest craftable sets in the game. If you don’t have any of the previous options, Tide Born can perform very close to our meta sets.
Run
Tide-Born Wildstalker on weapons and jewelry when replacing Slivers of Null Arca.
Run
Tide-Born Wildstalker on the body when replacing Aetheric Lancer.
Kvatch Gladiator
An oddly specific Templar exclusive,
Kvatch Gladiator gives us a bunch of Crit Chance for its second and third piece, but more importantly, gives nearly 1500 Weapon and Spell Damage against targets below 25% health. Since such a large portion of the Plar's DPS centers around
Radiant Oppression, Kvatch becomes a uniquely strong craftable set for the Templar, and one to even consider slotting for certain raid scenarios. For example, when Sanity's Edge first came out, many teams intentionally included Templars with
Kvatch Gladiator because the First and Third boss execute phases were incredibly difficult, and began at around 25%. Taking a damage loss in the fist 75% to NUKE the most difficult and most dangerous portion of the fight can be a very worthwhile tradeoff. Because we use this set primarily as a DPS increase for
Radiant Oppression, it's one that we should almost always run on the front bar Weapons and Jewelry.
Highland Sentinel
Highland Sentinel is the second strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go to replacement. But if you’re okay trying to min max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first.
Highland Sentinel can only be run on the body.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making it strong and versatile for newer players, unoptimized groups, or even solo and four man groups. You can craft it at Steadfast Hammer and Saw in High Isle and Amenos.
Run
Order's Wrath on weapons and jewelry when replacing Slivers of Null Arca.
Run
Order's Wrath on the body when replacing Aetheric Lancer.
Mythics and Arena Weapons
(Perfected) Caustic Arrow
(Perfected) Caustic Arrow is a strong playstyle alternative if you want a bow for single target boss fights. Casting
Poison Injection gives us 330 Weapon and Spell Damage against enemies affected by it. It isn’t nearly as strong as the Maelstrom Greatsword for this build, so treat it as a playstyle choice rather than a meta substitution.
(Perfected) Spectral Cloak
(Perfected) Spectral Cloak reduces our damage taken and increases our damage done by 6% while
Blade Cloak is active. It isn’t stronger than our main setup and is rarely used in a meta Plar build, but it’s a solid alternative if you don’t have the Maelstrom Greatsword or Master's Bow.
The Velothi Ur Mage's Amulet
Velothi Ur-Mage's Amulet is our strongest mythic for AoE damage.
Velothi Ur-Mage's Amulet gives us Offensive Penetration, which helps us reach the pen cap when AoE targets do not all have debuffs like Crusher for example. Most importantly, it increases our damage done to monsters by 15%, but this comes at the cost of reducing our Light and Heavy Attack damage by 99%.
That penalty matters in single target fights, where Light Attacks make up a meaningful share of our DPS. In AoE situations though, those attacks still hit only one target while our AoE abilities scale with the number of enemies. If Blazing Spear ticks for 10K on one target, that is 10K damage per second. Against two targets, it is 20K, and against three, its 30K, and so on. Since light attacks can only target one enemy at a time, giving them up costs relatively little in an AoE scenario. That makes Velothi’s 15% damage bonus the strongest mythic option for this setup.
Important:
Velothi Ur-Mage's Amulet does not mean we stop light attack weaving. Light attacks still proc enchants, status effects, and help maintain Ultimate generation. Keep weaving even though the attacks themselves barely deal damage.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Dual Wield

1

2

3

4

5

ULT
BACK BAR · Two Handed

1

2

3

4

5

ULT
SUGGESTED SKILL CHANGES
Radiant Glory
In content,
Radiant Glory is the morph that I would suggest. This morph doesn't start its damage scaling until 33%, as opposed to
Radiant Oppression's 40%. This means that we start casting it a bit later, roughly between 20-25%, which makes it a bit weaker. However, it also makes sustain a bit easier on the Stam Spec of the Templar, and far more importantly, we trade this damage for a MASSIVE amount of healing.
Radiant Glory heals you for 15% of the damage inflicted which basically makes you unkillable below 20%.
Provisional AoE boss candidate from Update 51 Templar logs. Creator review needed.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Kazpian's Cruel Signet
(Perfected) Kazpian's Cruel Signet is a medium armor set from the trial Ossein Cage, and is *arguably the strongest AOE proc set in the game. On dealing direct AOE damage, which we will be dong very often between
Biting Jabs and
Blazing Spear, you place a sword above an enemy, spawning once per second, and one per enemy. After 6 seconds, the sword falls, dealing a decent tick of damage. Most importantly, applying a sword increases your damage done by 2% for 6 seconds, stacking up to 6 times. In most AOE situations this patch, increasing our damage done is almost always more preferable than proc sets: buffing strong abilities like
Biting Jabs,
Blazing Spear,
Ritual of Retribution, and more tends to be the better play. When you can maintain at least 3 swords on average, the proc + damage done increase makes Kazpian the best option for longer AOE encounters.
Aetheric Lancer
Our second set Aetheric Lancer is a class set from the infinite archive, and both provides strong proc damage and significant buffs to our own damage. Every time Burning Light does 2 ticks of damage, you place a 5 meter AOE in front of you. Dealing Damage with an Aedric Spear ability while standing in the AOE causes a spear to launch at your target, dealing a ton of damage, applying the sundered status effect, which remember deals damage and increases your Weapon and Spell damage by 100, AND increases your Weapon and Spell Damage by another 300 for 10 seconds. This set does a TON of damage, a max tick of 85K, worth 14K DPS over the course of an entire fight, MORE DAMAGE than Null Arca AND it does even more DPS with sundered AND it gives us a ton of weapon and spell damage. It’s a no brainer.
The Velothi Ur-Mage's Amulet
Velothi Ur-Mage's Amulet is our strongest mythic for AoE damage.
Shattered Paths Signet is still strong, but status effects are most effective against a single target.
Velothi Ur-Mage's Amulet gives us Offensive Penetration, which helps us reach the pen cap when AoE targets do not all have debuffs like Crusher for example. Most importantly, it increases our damage done to monsters by 15%, but this comes at the cost of reducing our Light and Heavy Attack damage by 99%.
That penalty matters in single target fights, where Light Attacks make up a meaningful share of our DPS. In AoE situations though, those attacks still hit only one target while our AoE abilities scale with the number of enemies. If
Blazing Spear ticks for 10K on one target, that is 10K damage per second. Against two targets, it is 20K, and against three, its 30K, and so on. Since light attacks can only target one enemy at a time, giving them up costs relatively little in an AoE scenario. That makes Velothi’s 15% damage bonus the strongest mythic option for this setup.
Important:
Velothi Ur-Mage's Amulet does not mean we stop light attack weaving. Light attacks still proc enchants, status effects, and help maintain Ultimate generation. Keep weaving even though the attacks themselves barely deal damage.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is still the strongest arena weapon even for AoE boss damage on the Plar. Most of our toolkit deals Direct Damage, so improving that damage across the full fight is worth a little more than the damage from
(Perfected) Crushing Wall or
(Perfected) Thunderous Volley in most situations. Those weapons can make more sense in short, bursty trash pulls, where one cast hits a larger pack. AoE boss fights usually have fewer targets and a longer damage window, which makes
(Perfected) Merciless Charge a tad more valuable for a class as direct damage heavy as the Plar is.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
ALTERNATE SETS
REPLACES KAZPIEN
Whorl of DepthsRun on weapons and jewelry.
Ansuul's TormentRun on weapons and jewelry.
Mora Scribe's ThesisRun on weapons and jewelry.
Mantle of SiroriaRun on weapons and jewelry.- Beserking WarriorRun on weapons and jewelry.
Aegis CallerRun on weapons and jewelry.
Tide-Born WildstalkerRun on weapons and jewelry.
Order's WrathRun on weapons and jewelry.
REPLACES AETHERIC LANCER
- Beserking WarriorMove Null Arca to Body, run on Weapons and Jewelry.
Aegis CallerMove Null Arca to Body, run on Weapons and Jewelry.
Tide-Born WildstalkerRun on Body.
Ansuul's TormentRun on Body
Mora Scribe's ThesisMove Null Arca to Body, run on Weapons and Jewelry.
Whorl of DepthsMove Null Arca to Body, run on Weapons and Jewelry.
Mantle of SiroriaMove Null Arca to Body, run on Weapons and Jewelry.
Order's WrathRun on Body
REPLACES VMA GREATSWORD
Crushing Wall
vMA Bow
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third piece stat line in the game. If we analyze only the value of a set’s five piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one to one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12 man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, we have to be aware of any sets that gives us a stat bonuses. For example,
(Perfected) Ansuul's Torment gives us a 7% damage increase, and if we run this set on our Front Bar Weapons, we would only have this damage bonus active while on the Front Bar. For the Plar, we retain Aetheric Lancer on the body so its five piece bonus stays active through bar swaps. If you're pairing 2 sets that are best run on the body, run the set that is worth the largest DPS gain on the body as a priority.
Proc Sets
Finally, if you are choosing between two proc sets, consider how each one triggers.
(Perfected) Slivers of Null Arca fires a crystal at three stacks, then has a four second cooldown before it can build stacks again. Its short cooldown makes it easy to keep active on the body if you are replacing Aetheric Lancer. When paired with Aetheric Lancer, though, we'd run
Slivers of the Null Arca on weapons and jewelry so Aetheric Lancer continues to proc, otherwise, we'd nuke the sets DPS.
Alternate Set Info
(Perfected) Whorl of the Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DoT to the target that deals Frost Damage over eight seconds. When that effect ends, a five meter whirlpool is created around the target for six seconds, dealing a ton of AoE damage. Because of that AoE damage, Whorl is a great option for both single target and AoE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs.
When replacing
(Perfected) Kazpian's Cruel Signet, Depths is the next strongest source for the Templar, mainly because all of our other Trial set alternatives buff our damage done in some way. We have to keep
Aetheric Lancer on the body, so we get more damage by front baring a generically weaker proc set than from a set that buffs our damage done but only on our front bar: granted, our front bar is where the majority of our DPS comes from on this class, so that optimization is very minor.
If you have to replace
Aetheric Lancer, Depths becomes a much less preferable alternative, since that means we would be running 2 sets with
Minor Slayer. In this case, strong alternatives that don't double up on this buff will be more preferable. In any case, if you do have to run
(Perfected) Whorl of the Depths in place of
Aetheric Lancer, run it on the Weapons and Jewelry and move
(Perfected) Kazpian's Cruel Signet to the Body.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something we can activate in an organized raid, for all intents and purposes we consider
(Perfected) Ansuul's Torment primarily for its reliable 7% damage done increase. The Templar has incredibly AOE oriented toolkit, so running sets that buff the damage of that toolkit is the simplest way to increase our AOE damage.
Run
(Perfected) Ansuul's Torment on weapons and jewelry when replacing
(Perfected) Kazpian's Cruel Signet.
Run
(Perfected) Ansuul's Torment on the body when replacing
Aetheric Lancer.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12 man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Ansuul's Torment, although it’s slightly worse for the Templar. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition. Major Resolve contributes to Mora's Critical Chance bonus, while Minor Expedition contributes to its Critical Damage bonus. Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game. It deals its damage in a large AoE radius, making it extremely valuable for AoE encounters as well as single target ones. Its raw damage is a little bit lower than a set like
(Perfected) Kazpian's Cruel Signet, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means it will proc from our front bar Light Attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can effectively get near 100% uptime. Because we can proc the set by simply Light Attacking, it’s extremely easy to run on the front bar. Run
Aegis Caller on weapons and jewelry regardless of if you're replacing
(Perfected) Kazpian's Cruel Signet or
Aetheric Lancer, since you want Lancer active on the body in general, and
Aegis Caller's proc condition is easier to maintain than Kazpian.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active, AY gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Much like Ansuul, because the Plar has such a naturally strong AOE Damage Profile, the generic increase in crit damage makes AY an incredibly strong set for AOE. Because it’s a Heavy Armor set, run it exclusively on weapons and jewelry, regardless of whether we replace
(Perfected) Kazpian's Cruel Signet or
Aetheric Lancer.
Tide Born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes it one of the strongest craftable sets in the game. If you don’t have any of the previous options, Tide Born can perform very close to our meta sets.
Run
Tide-Born Wildstalker on weapons and jewelry when replacing
(Perfected) Kazpian's Cruel Signet.
Run
Tide-Born Wildstalker on the body when replacing
Aetheric Lancer.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five piece bonus. Much like Ansuul, because the Plar has such a naturally strong AOE Damage Profile, the generic increase in weapon and spell damage makes
(Perfected) Mantle of Siroria an incredibly strong set for AOE. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. We can get away with running a set that gives a stat increase on the front bar because that buff comes from a proc. It lasts regardless of which bar we’re on as long as we maintain our stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on weapons and jewelry, regardless of whether we are replacing
(Perfected) Kazpian's Cruel Signet or
Aetheric Lancer.
Order's Wrath
As a last resort, if you can't get any of the previously mentioned options, you can at least craft
Tide-Born Wildstalker with
Order's Wrath. This set gives us a decent amount of Crit Chance, and also gives us 8% Critical Damage, making it strong and versatile for newer players, unoptimized groups, or even solo and four man groups. You can craft it at Steadfast Hammer and Saw in High Isle and Amenos.
Run
Order's Wrath on weapons and jewelry when replacing
(Perfected) Kazpian's Cruel Signet .
Run
Order's Wrath on the body when replacing
Aetheric Lancer.
Mythics and Arena Weapons
(Perfected) Crushing Wall is one of the strongest AoE arena weapons in the game. It dramatically increases the damage of the already powerful
Wall of Elements giving that one ability more damage than a full proc set like
(Perfected) Slivers of Null Arca. On the Stam Plar, Wall can be tricky to sustain because it is so expensive. If damage to a second boss or the smaller adds in a boss might matter more, this is our strongest alternative arena weapon for AoE boss fights when we can sustain it.
(Perfected) Thunderous Volley
(Perfected) Thunderous Volley is also one of our strongest AoE arena weapon options. It increases the damage of
Endless Hail to a level comparable to a full proc set like
(Perfected) Slivers of Null Arca, though it is slightly weaker. We mainly use this weapon in trash with
Arrow Barrage , a shorter 10 second DoT that we can cast before the pull and that lines up better with burst damage. For AoE boss fights, run
Endless Hail when adds or another boss need more damage and
Wall of Elements is too expensive to sustain.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Two Handed

1

2

3

4

5

ULT
BACK BAR · Bow

1

2

3

4

5

ULT
SUGGESTED SKILL CHANGES
Radiant Glory
In content,
Radiant Glory is the morph that I would suggest. This morph doesn't start its damage scaling until 33%, as opposed to
Radiant Oppression's 40%. This means that we start casting it a bit later, roughly between 20-25%, which makes it a bit weaker. However, it also makes sustain a bit easier on the Stam Spec of the Templar, and far more importantly, we trade this damage for a MASSIVE amount of healing.
Radiant Glory heals you for 15% of the damage inflicted which basically makes you unkillable below 20%.
Camouflaged Hunter
Camouflaged Hunter is a buff skill. It provides
Major Savagery, our Major Critical Chance buff, and
Minor Berserk after dealing critical damage from an enemy’s flank. Spear Wall and our healer’s
Combat Prayer already provide
Minor Berserk in this setup, so that part is less relevant.
Most importantly, Camouflaged Hunter gives us 3% extra Weapon and Spell Damage through
Slayer. With our class passives pushing our base Weapon and Spell Damage so high, percentage increases become massive on the Plar.
Anti-Cavalry Caltrops
Anti-Cavalry Caltrops is the one of the strongest AOE abilities that we have access to on the Templar, especially when keeping the Maelstrom Greatsword on the backbar. In AOE situations,
Carve is not really maintainable on multiple priority targets, especially if the fight involves lower health adds, so adding a generically strong AOE becomes an optimal choice.
Shooting star
When running a Greatsword,
Shooting Star is the strongest AOE ultiamte the Templar has access to. When cast, a Meteor slams into your target dealing a massive burst of damage on impact. The initial tick restores 10 ultimate per target hit, then leaves behind a very strong, but pretty small AOE for 10 seconds. Simply put, when running a bow,
Shooting Star is our strongest ultimate option on the Stamplar.
Best Setup if you can't do 12 Man Raids
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Dagger | |||
| Front Bar (Off Hand) | Dagger | |||
| Back Bar | Greatsword | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Tide born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes Tide Born one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Aetheric Lancer
Our second set Aetheric Lancer is a class set from the infinite archive, and both provides strong proc damage and significant buffs to our own damage. Every time Burning Light does 2 ticks of damage, you place a 5 meter AOE in front of you. Dealing Damage with an Aedric Spear ability while standing in the AOE causes a spear to launch at your target, dealing a ton of damage, applying the sundered status effect, which remember deals damage and increases your Weapon and Spell damage by 100, AND increases your Weapon and Spell Damage by another 300 for 10 seconds. This set does a TON of damage, a max tick of 85K, worth 14K DPS over the course of an entire fight, MORE DAMAGE than Null Arca AND it does even more DPS with sundered AND it gives us a ton of weapon and spell damage. It’s a no brainer.
The huntsman warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
The most easily obtainable high DPS setup
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Dagger | |||
| Front Bar (Off Hand) | Dagger | |||
| Back Bar | Greatsword | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Tide born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes
Tide-Born Wildstalker one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Order's Wrath
Technically,
Highland Sentinel is the next best craftable. Howver, a slightly weaker but much easier option to maintain that I'm going to recommend is
Order's Wrath. This set gives us a bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making the set very strong and versatile for newer players, unoptimized groups, or even solo and four man situations. This set can be crafted at Steadfast Hammer and Saw in the High Isle and Amenos region. Keep
Order's Wrath on the body so its stats remain active on both bars.
The huntsman warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
Best generic Bow/Bow setup for 12 man pve
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Bow | |||
| Backup | Bow | |||
| Head | Medium | |||
| Shoulders | Light | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Slivers of Nul Arca
From the Trial Lucent Citadel,
(Perfected) Slivers of Null Arca serves as our trial set and therefore our source of Minor Slayer. Its proc condition is extremely simple: whenever we deal Critical Damage three times, the set procs. The proc operates on a very short cooldown, so it's activating often, worth about 10k DPS over the course of an entire fight on our CMX.
Aetheric Lancer
Our second set
Aetheric Lancer is a class set from the infinite archive, and both provides strong proc damage and significant buffs to our own damage. Every time
Burning Light does 2 ticks of damage, you place a 5 meter AOE in front of you. Dealing Damage with an Aedric Spear ability while standing in the AOE causes a spear to launch at your target, dealing a ton of damage, applying the
Sundered status effect, which remember deals damage and increases your Weapon and Spell damage by 100, AND increases your Weapon and Spell Damage by another 300 for 10 seconds. This set does a TON of damage, a max tick of 85K, worth 14K DPS over the course of an entire fight, MORE DAMAGE than
(Perfected) Slivers of Null Arca AND it does even more DPS with
Sundered AND it gives us a ton of weapon and spell damage. It’s a no brainer.
The huntsman warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a mythic and an arena weapon, we have room for a one piece monster bonus. Critical Chance is the strongest one piece stat we can get from gear, so we want a monster set whose one piece bonus gives Critical Chance. My preference is
Slimecraw because its shoulder is so common thanks to the set’s historical relevance.
ALTERNATE SETS
REPLACES NULL ARCA
Arms of Relequenreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Ansuul's Tormentreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mora Scribe's Thesisreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Whorl of Depthsreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Mantle of Siroriareplaces
Slivers of Null ArcaRun on weapons and jewelry.- Beserking Warriorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Aegis Callerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Tide-Born Wildstalkerreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Kvatch Gladiatorreplaces
Slivers of Null ArcaRun on weapons and jewelry.
Order's Wrathreplaces
Slivers of Null ArcaRun on weapons and jewelry.
REPLACES AETHERIC LANCER
Aegis Callerreplaces
Aetheric LancerRun on weapons and jewelry.
Arms of Relequenreplaces
Aetheric LancerRun on Body.
Ansuul's Tormentreplaces
Aetheric LancerRun on Body.
Kvatch Gladiatorreplaces
Aetheric LancerRun on Weapons and Jewelry.
Tide-Born Wildstalkerreplaces
Aetheric LancerRun on Body.
Highland Sentinelreplaces
Aetheric LancerRun on Body.
Order's Wrathreplaces
Aetheric LancerRun on Body.
REPLACES HUNTSMAN'S WARMASK
Velothi Ur-Mage's Amuletreplaces
Huntsman's Warmask
REPLACES (PERFECTED) MERCILESS CHARGE
Caustic Arrowreplaces
Merciless Charge
BRP Daggersreplaces
Merciless Charge
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third piece stat line in the game. If we analyze only the value of a set’s five piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one to one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12 man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, we have to be aware of any sets that gives us a stat bonuses. For example,
(Perfected) Ansuul's Torment gives us a 7% damage increase, and if we run this set on our Front Bar Weapons, we would only have this damage bonus active while on the Front Bar. For the Plar, we retain Aetheric Lancer on the body so its five piece bonus stays active through bar swaps. If you're pairing 2 sets that are best run on the body, run the set that is worth the largest DPS gain on the body as a priority.
Proc Sets
Finally, if you are choosing between two proc sets, consider how each one triggers.
(Perfected) Slivers of Null Arca fires a crystal at three stacks, then has a four second cooldown before it can build stacks again. Its short cooldown makes it easy to keep active on the body if you are replacing Aetheric Lancer. When paired with Aetheric Lancer, though, we'd run
Slivers of the Null Arca on weapons and jewelry so Aetheric Lancer continues to proc regardless of the bar we're on, otherwise, we'd nuke the sets DPS.
Alternate Set Info
(Perfected) Arms of Relequen
(Perfected) Arms of Relequen comes from the trial Cloudrest. Every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically, Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than what’s considered the strongest single target set in the game.
Run
(Perfected) Arms of Relequen on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Arms of Relequen on the body when replacing Aetheric Lancer.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12 man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Templar. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition. Major Resolve contributes to Mora's Critical Chance bonus, while Minor Expedition contributes to its Critical Damage bonus. Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game. It deals its damage in a large AoE radius, making it extremely valuable for AoE encounters as well as single target ones. Its raw damage is a little bit lower than a set like
(Perfected) Slivers of Null Arca, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means it will proc from our front bar Light Attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can effectively get near 100% uptime. Because we can proc the set by simply Light Attacking, it’s extremely easy to run on the front bar.
Run
Aegis Caller on weapons and jewelry regardless of the set you're replacing, since it's cooldown is very long and easy to proc.
(Perfected) Whorl of the Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DoT to the target that deals Frost Damage over eight seconds. When that effect ends, a five meter whirlpool is created around the target for six seconds, dealing a ton of AoE damage. Because of that AoE damage, Whorl is a great option for both single target and AoE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor Trial set, Whorl should only replace Slivers of Null Arca and should stay on weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active, AY gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Because it’s a Heavy Armor set, run it exclusively on weapons and jewelry, replacing Slivers of Null Arca.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something we can activate in an organized raid, for all intents and purposes we consider
(Perfected) Ansuul's Torment primarily for its reliable 7% damage done increase.
Run
(Perfected) Ansuul's Torment on weapons and jewelry when replacing Slivers of Null Arca.
Run
(Perfected) Ansuul's Torment on the body when replacing Aetheric Lancer.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five piece bonus. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. We can get away with running a set that gives a stat increase on the front bar because that buff comes from a proc. It lasts regardless of which bar we’re on as long as we maintain our stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on weapons and jewelry.
Tide Born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes it one of the strongest craftable sets in the game. If you don’t have any of the previous options, Tide Born can perform very close to our meta sets.
Run
Tide-Born Wildstalker on weapons and jewelry when replacing Slivers of Null Arca.
Run
Tide-Born Wildstalker on the body when replacing Aetheric Lancer.
Kvatch Gladiator
An oddly specific Templar exclusive,
Kvatch Gladiator gives us a bunch of Crit Chance for its second and third piece, but more importantly, gives nearly 1500 Weapon and Spell Damage against targets below 25% health. Since such a large portion of the Plar's DPS centers around
Radiant Oppression, Kvatch becomes a uniquely strong craftable set for the Templar, and one to even consider slotting for certain raid scenarios. For example, when Sanity's Edge first came out, many teams intentionally included Templars with
Kvatch Gladiator because the First and Third boss execute phases were incredibly difficult, and began at around 25%. Taking a damage loss in the fist 75% to NUKE the most difficult and most dangerous portion of the fight can be a very worthwhile tradeoff. Because we use this set primarily as a DPS increase for
Radiant Oppression, it's one that we should almost always run on the front bar Weapons and Jewelry.
Highland Sentinel
Highland Sentinel is the second strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go to replacement. But if you’re okay trying to min max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first.
Highland Sentinel can only be run on the body.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making it strong and versatile for newer players, unoptimized groups, or even solo and four man groups. You can craft it at Steadfast Hammer and Saw in High Isle and Amenos.
Run
Order's Wrath on weapons and jewelry when replacing Slivers of Null Arca.
Run
Order's Wrath on the body when replacing Aetheric Lancer.
Mythics and Arena Weapons
(Perfected) Caustic Arrow
(Perfected) Caustic Arrow is a strong playstyle alternative if you want a bow for single target boss fights. Casting
Poison Injection gives us 330 Weapon and Spell Damage against enemies affected by it. It isn’t nearly as strong as the Maelstrom Greatsword for this build, so treat it as a playstyle choice rather than a meta substitution.
(Perfected) Spectral Cloak
(Perfected) Spectral Cloak reduces our damage taken and increases our damage done by 6% while
Blade Cloak is active. It isn’t stronger than our main setup and is rarely used in a meta Plar build, but it’s a solid alternative if you don’t have the Maelstrom Greatsword or Master's Bow.
The Velothi Ur Mage's Amulet
Velothi Ur-Mage's Amulet is our strongest mythic for AoE damage.
Velothi Ur-Mage's Amulet gives us Offensive Penetration, which helps us reach the pen cap when AoE targets do not all have debuffs like Crusher for example. Most importantly, it increases our damage done to monsters by 15%, but this comes at the cost of reducing our Light and Heavy Attack damage by 99%.
That penalty matters in single target fights, where Light Attacks make up a meaningful share of our DPS. In AoE situations though, those attacks still hit only one target while our AoE abilities scale with the number of enemies. If Blazing Spear ticks for 10K on one target, that is 10K damage per second. Against two targets, it is 20K, and against three, its 30K, and so on. Since light attacks can only target one enemy at a time, giving them up costs relatively little in an AoE scenario. That makes Velothi’s 15% damage bonus the strongest mythic option for this setup.
Important:
Velothi Ur-Mage's Amulet does not mean we stop light attack weaving. Light attacks still proc enchants, status effects, and help maintain Ultimate generation. Keep weaving even though the attacks themselves barely deal damage.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Bow

1

2

3

4

5

ULT
BACK BAR · Bow

1

2

3

4

5

ULT
SUGGESTED SKILL CHANGES
Radiant Glory
In content,
Radiant Glory is the morph that I would suggest. This morph doesn't start its damage scaling until 33%, as opposed to
Radiant Oppression's 40%. This means that we start casting it a bit later, roughly between 20-25%, which makes it a bit weaker. However, it also makes sustain a bit easier on the Stam Spec of the Templar, and far more importantly, we trade this damage for a MASSIVE amount of healing.
Radiant Glory heals you for 15% of the damage inflicted which basically makes you unkillable below 20%.
Endless Hail
When running a bow on the backbar, we can no longer use
Stampede, so our best replacement is
Endless Hail. We always want to run an AOE skill associated with our weapon for the sake of proccing our enchants:
Elemental Blockade with a Destruction Staff,
Quick Cloak with Dual Wield,
Stampede with a greatsword, and in this case,
Endless Hail with a bow. Outside of that necessity,
Endless Hail is a very strong AOE on its own.
Poison Injection
Poison Injection is a relatively weak dot on its own. Its primary purpose is to proc the strongest single target arena bow that we have access to,
(Perfected) Caustic Arrow. This weapon increases our Weapon and Spell damage by 330 to targets afflicted by
Poison Injection, playing a similar role in increasing our damage output, just at a lower value than
(Perfected) Merciless Charge's 12% Direct Damage bonus.
Shooting star
We lose access to
Onslaught whenever we opt for a Bow/Bow setup. Our next strongest option is
Shooting Star. When cast, a Meteor slams into your target dealing a massive burst of damage on impact. The initial tick restores 10 ultimate per target hit, then leaves behind a very strong, but pretty small AOE for 10 seconds. Simply put, when running a bow,
Shooting Star is our strongest ultimate option on the Stamplar.
Trash Setups
Recommended gear setup for trash encounters.
Sul Xan is our most important trash buff. When we don't have it active, we run this build.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Dagger | |||
| Front Bar (Off Hand) | Dagger | |||
| Back Bar | Bow | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Sul Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on its own, but the Crit Damage
(Perfected) Sul-Xan's Torment offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the buff to bleed over into boss pulls if we play our cards right. It's an absolute must have!
Tide Born Wildstalker
Tide-Born Wildstalker is our strongest general trash pairing with
(Perfected) Sul-Xan's Torment. This crafted set increases our direct damage done to monsters by 15%. Once the pull begins, all of our dots should be active or close to active, which means most of our casts should be direct damage spammables like
Biting Jabs or
Whirling Blades, so that bonus gets a ton of value.
The Velothi Ur Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if an AoE ability ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have the
Velothi Ur-Mage's Amulet equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Thunderous Volley
(Perfected) Thunderous Volley increases
Arrow Barrage’s already strong damage. In trash, we can cast
Arrow Barrage while approaching a pack, getting it started before combat, and its short 10 second duration means that we'll be able to get its full value even in a quick trash pull. On a cast to cast basis, that makes the ability stronger than a longer dot like
Elemental Blockade if we aren't getting
Elemental Blockade's full duration for example. That said, if your trash pulls last longer, in the 15 to 20 second range,
Elemental Blockade +
(Perfected) Crushing Wall will likely be a tad more optimal.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Whenever we have our Sul Xan Buff active, we can run a parse set until we need to reapply it again.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Dagger | |||
| Front Bar (Off Hand) | Dagger | |||
| Back Bar | Bow | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected Ansuul's Torment)
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge that adds a ton of Critical Chance through its two piece bonus and the additional Perfected five piece stat line, while also increasing our damage done to monsters by 7%. Whenever we interrupt an enemy while in combat, the set gives us an additional 14% damage done to monsters for 30 seconds.
With our
(Perfected) Sul-Xan's Torment buff active,
(Perfected) Ansuul's Torment is the next best trial set we can run in trash. It follows the same idea as
Tide-Born Wildstalker: increasing our damage done beats the AoE proc alternatives available to a Plar. Swap
(Perfected) Ansuul's Torment on for pulls where the
(Perfected) Sul-Xan's Torment buff is already active, then swap back to
(Perfected) Sul-Xan's Torment before the buff expires. It's a small optimization, but an optimization nonetheless.
Tide Born Wildstalker
Tide-Born Wildstalker is our strongest general trash pairing with
(Perfected) Sul-Xan's Torment. This crafted set increases our direct damage done to monsters by 15%. Once the pull begins, all of our dots should be active or close to active, which means most of our casts should be direct damage spammables like
Biting Jabs or
Whirling Blades, so that bonus gets a ton of value.
The Velothi Ur Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if an AoE ability ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have the
Velothi Ur-Mage's Amulet equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Thunderous Volley
(Perfected) Thunderous Volley increases
Arrow Barrage’s already strong damage. In trash, we can cast
Arrow Barrage while approaching a pack, getting it started before combat, and its short 10 second duration means that we'll be able to get its full value even in a quick trash pull. On a cast to cast basis, that makes the ability stronger than a longer dot like
Elemental Blockade if we aren't getting
Elemental Blockade's full duration for example. That said, if your trash pulls last longer, in the 15 to 20 second range,
Elemental Blockade +
(Perfected) Crushing Wall will likely be a tad more optimal.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Whenever we have an ult ready, we generally want to use it with Mechanical Acuity in Trash
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Sword | |||
| Front Bar (Off Hand) | Sword | |||
| Back Bar | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
(Perfected) Sul Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on its own, but the Crit Damage
(Perfected) Sul-Xan's Torment offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the buff to bleed over into boss pulls if we play our cards right. It's an absolute must have!
In trash, I generally recommend
(Perfected) Sul-Xan's Torment with
Mechanical Acuity over
(Perfected) Ansuul's Torment with
Mechanical Acuity. Most groups won't reach the Critical Damage cap without
(Perfected) Sul-Xan's Torment. In an extremely optimized group with tight stacks and a comp that covers that gap,
(Perfected) Ansuul's Torment can be a little stronger. If your
(Perfected) Sul-Xan's Torment buff is about to expire before an
Mechanical Acuity pull, keep
(Perfected) Sul-Xan's Torment. If you already have your
(Perfected) Sul-Xan's Torment buff before the pull, then swap to
(Perfected) Ansuul's Torment and
Mechanical Acuity.
MEchanical Acuity
In burst fights,
Mechanical Acuity is the absolute strongest set that you can run. Whenever you deal non critical damage, you gain a stack of
Mechanical Acuity for four seconds, granting 20% Critical Strike Chance per stack. You can gain one stack per second, up to five stacks, and each new stack refreshes the four second duration. Once you Reach five stacks, or if the effect expires before you do,
Mechanical Acuity cannot activate again for 25 seconds.
Again, Crit is king in trash pulls, an optimal trash rotation involves getting to and casting your spammable as quickly as possible, so the amount of abilities you actually end up casting in a good pull are very few. Because of its long cooldown though, we will usually try to run acuity anytime we are planning on dropping our ultimate in trash, to further increase our burstiest damaging moments.
The Velothi Ur Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if an AoE ability ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have the
Velothi Ur-Mage's Amulet equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Thunderous Volley
(Perfected) Thunderous Volley increases
Arrow Barrage’s already strong damage. In trash, we can cast
Arrow Barrage while approaching a pack, getting it started before combat, and its short 10 second duration means that we'll be able to get its full value even in a quick trash pull. On a cast to cast basis, that makes the ability stronger than a longer dot like
Elemental Blockade if we aren't getting
Elemental Blockade's full duration for example. That said, if your trash pulls last longer, in the 15 to 20 second range,
Elemental Blockade +
(Perfected) Crushing Wall will likely be a tad more optimal.
Balorgh
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Since Acuity will bring us to 100% Crit Chance, we'll want to replace
Slimecraw with a set that offers a line of the next best stat, Weapon and Spell Damage. My preference is
Balorgh, just because it tends to be the most common monster people have due to its historical relevance.
Proper Arkasis stacks in optimized raid groups help players get their ults for trash right after bosses and/or get the ults back for bosses after trash
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Front Bar (Main Hand) | Dagger | |||
| Front Bar (Off Hand) | Dagger | |||
| Back Bar | Bow | |||
| Head | Medium | |||
| Shoulders | Heavy | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Arkasis Genius
Arkasis's Genius is a very niche but very powerful set. From the Dungeon Stonegarden, this Heavy Armor set restores 44 ultimate to you and the closest 3 allies whenever you drink a potion. What groups can do, is plan "Arkasis Stacks" where the team splits into 3 groups of 4, and a callout is made for everybody to consume a potion, giving each stacked player 176 ultimate instantly.
This is most commonly performed both right after boss fights assuming players are dumping their front bar ults even to finish a boss fight as quickly as possible, and right BEFORE a boss fight as well so that players can freely drop ultimates in trash, and still be guaranteed to get one back before the boss.
(Perfected) Sul Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on its own, but the Crit Damage
(Perfected) Sul-Xan's Torment offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the buff to bleed over into boss pulls if we play our cards right. It's an absolute must have!
Since we most often use
Arkasis's Genius right before or after a boss, we want the
(Perfected) Sul-Xan's Torment buff to bleed into the boss fight or get its first activation immediately following a boss fight. If we use
Arkasis's Genius in the middle of a series of trash pulls, run
(Perfected) Ansuul's Torment when the
(Perfected) Sul-Xan's Torment buff is already active.
The Velothi Ur Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if an AoE ability ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have the
Velothi Ur-Mage's Amulet equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Thunderous Volley
(Perfected) Thunderous Volley increases
Arrow Barrage’s already strong damage. In trash, we can cast
Arrow Barrage while approaching a pack, getting it started before combat, and its short 10 second duration means that we'll be able to get its full value even in a quick trash pull. On a cast to cast basis, that makes the ability stronger than a longer dot like
Elemental Blockade if we aren't getting
Elemental Blockade's full duration for example. That said, if your trash pulls last longer, in the 15 to 20 second range,
Elemental Blockade +
(Perfected) Crushing Wall will likely be a tad more optimal.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Passives
Class — Aedric Spear
Burning Light–High PriorityThe most important passive on the Templar. Burning Light does a TON of damage and it procs our strongest set Aetheric Lancer.
Piercing Spear–High PriorityPassive 12% Crit Damage Increase. This makes it easier for the Templar to get to the Crit Damage Cap compared to classes without passes sources of Crit Damage, which allows us to spend resources elsewhere for additional DPS.
Spear Wall–High PriorityGives a consistent source of Minor Beserk. Also offers Minor Protection, which isn't particularly necessary, but is a nice bonus.
Balanced Warrior–High PriorityPassive Weapon/Spell Damage for using Templar abilities.
Class — Dawn’s Wrath
Enduring Rays–High PriorityIncreases the duration of strong/important DOTs: namedly Solar Barrage and Vampire's Bane.
Prism–High PriorityCasting a Dawn’s Wrath ability in combat generates three Ultimate, once every six seconds: so effectively, whenever we cast Power of the Light.
Illuminate–High PriorityOne of few defensive passives that I will consider high priority. It gives a ton of armor to your group as an unnamed buff, making it incredibly good for group survivability. When paired with Bright Harbinger, it becomes even more essential, offering unnamed Weapon and Spell Damage as well for a noticeable group DPS increase. 
Restoring SpiritTemplar · Dawn's WrathPASSIVEPassive descriptionReduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.Restoring Spirit
Restoring SpiritTemplar · Dawn's WrathPASSIVEPassive descriptionReduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.–High PriorityHelpful sustain passive, but most important for the Ult Cost Reduction in terms of DPS: More ults mean more damage.
Class — Restoring Light

Master RitualistTemplar · Restoring LightPASSIVEPassive descriptionIncreases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.Master Ritualist
Master RitualistTemplar · Restoring LightPASSIVEPassive descriptionIncreases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.–High PriorityQuick Res is GOATED in prog scenarios. 
MendingTemplar · Restoring LightPASSIVEPassive descriptionIncreases your healing done by up to 13%, in proportion to the severity of the target's wounds.Mending
MendingTemplar · Restoring LightPASSIVEPassive descriptionIncreases your healing done by up to 13%, in proportion to the severity of the target's wounds.–Low PriorityJust some unimpactful passive healing, only irrelevant because this is a DPS spec.
Sacred GroundTemplar · Restoring LightPASSIVEPassive descriptionWhile standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.Sacred Ground
Sacred GroundTemplar · Restoring LightPASSIVEPassive descriptionWhile standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.–Low PriorityGives Minor Mending, which is a buff that's really only useful to healers.
Light WeaverTemplar · Restoring LightPASSIVEPassive descriptionWhen you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. Activating an ability with a cast or channel time while in combat causes you to automatically block all attacks at no cost for 2 seconds, up to once every 15 seconds.Light Weaver
Light WeaverTemplar · Restoring LightPASSIVEPassive descriptionWhen you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. Activating an ability with a cast or channel time while in combat causes you to automatically block all attacks at no cost for 2 seconds, up to once every 15 seconds.–Low PriorityYou won't really be healing allies very much.
Weapon — Two Handed

Balanced BladeWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Reduces the Stamina cost of your Two-Handed abilities by 15%.Balanced Blade
Balanced BladeWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Reduces the Stamina cost of your Two-Handed abilities by 15%.–High PriorityStampede is expensive. This passive helps quell some of that pressure.
ForcefulWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.Forceful
ForcefulWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.–High PriorityWe only benefit from this passive on our backbar but it's still very strong.
Heavy WeaponsWeapon · Two HandedPASSIVEPassive descriptionWITH A TWO-HANDED WEAPON EQUIPPED
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Offensive Penetration by 2974.Heavy Weapons
Heavy WeaponsWeapon · Two HandedPASSIVEPassive descriptionWITH A TWO-HANDED WEAPON EQUIPPED
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Offensive Penetration by 2974.–High PriorityThe reason we run a greatsword
Battle RushWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.Battle Rush
Battle RushWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.–Low PriorityNice passive for sustain, but you have to get the final blow on your target, making its use case low.
Follow UpWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.Follow Up
Follow UpWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.–Low PriorityWe shouldn't ever heavy attack in an optimized rotation.
Weapon — One Hand and Shield

Battlefield MobilityWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%Battlefield Mobility
Battlefield MobilityWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%–Not needed
Deadly BashWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.Deadly Bash
Deadly BashWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.–Not needed
Deflect BoltsWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.Deflect Bolts
Deflect BoltsWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.–Not needed
FortressWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.Fortress
FortressWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.–Not needed
Sword and BoardWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.Sword and Board
Sword and BoardWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.–Not needed
Weapon — Dual Wield

AmbidextrousWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.Ambidextrous
AmbidextrousWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.–High PriorityBig damage increase, a huge part of the reason Dual Wield has been meta for so long.
RuffianWeapon · Dual WieldPASSIVEPassive descriptionWHILE USING DUAL WIELD ATTACKS
Gives you a 15% damage bonus when attacking stunned, immobilized, or silenced enemies.Ruffian
RuffianWeapon · Dual WieldPASSIVEPassive descriptionWHILE USING DUAL WIELD ATTACKS
Gives you a 15% damage bonus when attacking stunned, immobilized, or silenced enemies.–High PriorityThere are lots of abilities that apply these types of effects in a 12 man comp. 
Twin Blade and BluntWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.Twin Blade and Blunt
Twin Blade and BluntWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.–High PriorityThe reason we run Daggers most of the time but swords with Acuity. 
Controlled FuryWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Reduces the Stamina cost of Dual Wield abilities by 15%.Controlled Fury
Controlled FuryWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Reduces the Stamina cost of Dual Wield abilities by 15%.–Medium PriorityThis passive is good when running Dual Wield abilities, which can be optimal on the Plar but rarely so.
Focused KillerWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.Focused Killer
Focused KillerWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.–Medium PriorityThis passive is good when running Dual Wield abilities, which can be optimal on the Plar but rarely so.
Weapon — Bow

AccuracyWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your Critical Chance rating by 1314.Accuracy
AccuracyWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your Critical Chance rating by 1314.–High PriorityWhen running a bow, this is a massive passive Crit Chance increase
Hawk EyeWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.Hawk Eye
Hawk EyeWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.–High PriorityWhen running a bow, this is a very strong passive but has a very high mastery curve.
Vinedusk TrainingWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.Vinedusk Training
Vinedusk TrainingWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.–High PriorityWhen running a bow, this is a very strong passive in boss fights. Generally, the bonus for staying further away is a little more valuable, but not by a ton.
RangerWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Reduces the Stamina cost of Bow abilities by 15%.Ranger
RangerWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Reduces the Stamina cost of Bow abilities by 15%.–Medium PriorityWhen running a bow, this is a nice passive for expensive skills like Endless Hail.
Hasty RetreatWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.Hasty Retreat
Hasty RetreatWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.–Low PriorityCool little passive, but not good for damage in any kind of way.
Weapon — Restoration Staff

AbsorbWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.Absorb
AbsorbWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.–Not needed
Cycle of LifeWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Your fully-charged Heavy Attacks restore 30% more Magicka.Cycle of Life
Cycle of LifeWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Your fully-charged Heavy Attacks restore 30% more Magicka.–Not needed
Essence DrainWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.Essence Drain
Essence DrainWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.–Not needed
Restoration ExpertWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases your healing by 15% on allies under 30% Health.Restoration Expert
Restoration ExpertWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases your healing by 15% on allies under 30% Health.–Not needed
Restoration MasterWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases healing with Restoration Staff spells by 5%.Restoration Master
Restoration MasterWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases healing with Restoration Staff spells by 5%.–Not needed
Weapon — Destruction Staff

Ancient KnowledgeWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.Ancient Knowledge
Ancient KnowledgeWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.–High PriorityThis is the main Weapon Bonus when running a Destruction Staff: primarily in trash.
Elemental ForceWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Increases your chance to apply status effects by 100%.Elemental Force
Elemental ForceWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Increases your chance to apply status effects by 100%.–High PriorityStatus Effects are a HUGE source of damage these days. When running a Destro, this is a must have passive.
Penetrating MagicWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.Penetrating Magic
Penetrating MagicWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.–High PriorityWe mainly run a Destro in Trash for Wall of Elements. Debuffs are maintained less consistently in trash/aoe situations. For this reason, getting a pen bonus to wall is one of many reasons it's so valuable in AOE.
Destruction ExpertWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.Destruction Expert
Destruction ExpertWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.–Low PriorityMost skills that we will actually run from this skill tree won't get the final tick on an enemy to proc this passive.
Tri FocusWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Fully-charged Inferno Staff Heavy Attacks deal an additional 4486 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.Tri Focus
Tri FocusWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Fully-charged Inferno Staff Heavy Attacks deal an additional 4486 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.–Low PriorityWe should be rarely heavy attacking, but prebuffing a heavy attack with a flame staff is a VERY niche way to get some extra damage occasionally.
Armor — Light Armor

ConcentrationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Penetration by 939 for each piece of Light Armor worn.Concentration
ConcentrationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Penetration by 939 for each piece of Light Armor worn.–High PriorityOne of the most important passives from this tree. Running one piece of Light Armor is pretty common in raid comps to solve any gaps in reaching the Pen Cap.
ProdigyArmor · Light ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped.Prodigy
ProdigyArmor · Light ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped.–High PriorityIf the Stam Plar runs one piece of Light Armor, it will likely be for this passive.
EvocationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Magicka Recovery by 4% for each piece of Light Armor equipped. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped.Evocation
EvocationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Magicka Recovery by 4% for each piece of Light Armor equipped. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped.–Medium PriorityThis is really good for mag builds when running 1 piece of light armor, but not incredibly helpful for the Stam Plar.
GraceArmor · Light ArmorPASSIVEPassive descriptionReduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Reduces the cost of Sprint by 3% for each piece of Light Armor worn.Grace
GraceArmor · Light ArmorPASSIVEPassive descriptionReduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Reduces the cost of Sprint by 3% for each piece of Light Armor worn.–Medium PriorityWith one piece of Light Armor equipped, the reduction in cost to sprint is what is valuable from this passive
Spell WardingArmor · Light ArmorPASSIVEPassive descriptionIncreases your Spell Resistance by 726 for each piece of Light Armor equipped.Spell Warding
Spell WardingArmor · Light ArmorPASSIVEPassive descriptionIncreases your Spell Resistance by 726 for each piece of Light Armor equipped.–Medium PriorityNice passive defense if we have any Light Armor.
Armor — Medium Armor

AgilityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn.Agility
AgilityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn.–High PriorityA massive passive DPS increase when running medium armor.
AthleticsArmor · Medium ArmorPASSIVEPassive descriptionIncreases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.Athletics
AthleticsArmor · Medium ArmorPASSIVEPassive descriptionIncreases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.–High PriorityMovement speed is very important in raids both for getting around and for getting out of mechs. Most importantly, it decreases the cost of roll dodge, the single greatest evasion mechanic in the game.
DexterityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped.Dexterity
DexterityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped.–High PriorityThis is the passive that makes Medium Armor meta. Crit Damage is tough to come by, and running 6 pieces of medium armor will likely be required to hit the cap in raids.
Wind WalkerArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Stamina Recovery by 4% per piece of Medium Armor equipped. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped.Wind Walker
Wind WalkerArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Stamina Recovery by 4% per piece of Medium Armor equipped. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped.–High PriorityOne of few sustain passives to be ranked as high priority. It provides a MASSIVE amount of Stamina Recovery and Cost Reduction. An obvious must have for the Stam Plar. 
Improved SneakArmor · Medium ArmorPASSIVEPassive descriptionReduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped.Improved Sneak
Improved SneakArmor · Medium ArmorPASSIVEPassive descriptionReduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped.–Not neededWe aren't sneaking around in 12 man content.
Armor — Heavy Armor

ConstitutionArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Health Recovery by 4% for each piece of Heavy Armor equipped. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds.Constitution
ConstitutionArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Health Recovery by 4% for each piece of Heavy Armor equipped. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds.–Not needed
JuggernautArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Max Health by 2% for each piece of Heavy Armor equipped.Juggernaut
JuggernautArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Max Health by 2% for each piece of Heavy Armor equipped.–Not needed
Rapid MendingArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your healing received by 1% for each piece of Heavy Armor worn.Rapid Mending
Rapid MendingArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your healing received by 1% for each piece of Heavy Armor worn.–Not needed
ResolveArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped.Resolve
ResolveArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped.–Not needed
RevitalizeArmor · Heavy ArmorPASSIVEPassive descriptionIncreases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn.Revitalize
RevitalizeArmor · Heavy ArmorPASSIVEPassive descriptionIncreases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn.–Not needed
World — Soul Magic

Soul ShatterWorld · Soul MagicPASSIVEPassive descriptionWHEN SOUL ABILITY IS SLOTTED
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.Soul Shatter
Soul ShatterWorld · Soul MagicPASSIVEPassive descriptionWHEN SOUL ABILITY IS SLOTTED
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.–Medium PriorityIt's pretty rare that this passive will proc for any reliable amount of DPS, but a passive that does damage can't be disregarded. 
Soul LockWorld · Soul MagicPASSIVEPassive descriptionKilling an enemy has a 10% chance of automatically filling an empty Soul Gem.Soul Lock
Soul LockWorld · Soul MagicPASSIVEPassive descriptionKilling an enemy has a 10% chance of automatically filling an empty Soul Gem.–Low PriorityPure convenience 
Soul SummonsWorld · Soul MagicPASSIVEPassive descriptionAllows you to revive once every 1 hour without spending a Soul Gem.Soul Summons
Soul SummonsWorld · Soul MagicPASSIVEPassive descriptionAllows you to revive once every 1 hour without spending a Soul Gem.–Low PriorityPure convenience
Guild — Fighters Guild

Banish the WickedGuild · Fighters GuildPASSIVEPassive descriptionWITH A FIGHTERS GUILD ABILITY SLOTTED
You generate 3 Ultimate whenever you kill an enemy.Banish the Wicked
Banish the WickedGuild · Fighters GuildPASSIVEPassive descriptionWITH A FIGHTERS GUILD ABILITY SLOTTED
You generate 3 Ultimate whenever you kill an enemy.–High PriorityVery strong passive for ult gen
Skilled TrackerGuild · Fighters GuildPASSIVEPassive descriptionYour Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.Skilled Tracker
Skilled TrackerGuild · Fighters GuildPASSIVEPassive descriptionYour Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.–High PriorityOnly worth running if you're using Barbed Trap
Slayer–High PriorityOne of the strongest passives in the game. The reason we run Dawnbreaker on the front bar.
Bounty HunterGuild · Fighters GuildPASSIVEPassive descriptionAllows you to accept bounty quests from the Fighters Guild in Cyrodiil.Bounty Hunter
Bounty HunterGuild · Fighters GuildPASSIVEPassive descriptionAllows you to accept bounty quests from the Fighters Guild in Cyrodiil.–Not neededQuesting Passive
Intimidating PresenceGuild · Fighters GuildPASSIVEPassive descriptionAllows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.Intimidating Presence
Intimidating PresenceGuild · Fighters GuildPASSIVEPassive descriptionAllows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.–Not neededQuesting Passive
Guild — Mages Guild

Everlasting MagicGuild · Mages GuildPASSIVEPassive descriptionIncreases the duration of your Mages Guild abilities by 2 seconds.Everlasting Magic
Everlasting MagicGuild · Mages GuildPASSIVEPassive descriptionIncreases the duration of your Mages Guild abilities by 2 seconds.–Medium PriorityThis bonus also applies to Shooting Star, so it's very strong when running a Mage's Guild ability, but its use case for the Stam Plar will be pretty low.
Magicka ControllerGuild · Mages GuildPASSIVEPassive descriptionIncreases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted.Magicka Controller
Magicka ControllerGuild · Mages GuildPASSIVEPassive descriptionIncreases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted.–Medium PriorityExtra mag isn't something we should ever turn down, but it's not that important in a Stamina Build.
Mage AdeptGuild · Mages GuildPASSIVEPassive descriptionReduces the Magicka and Health cost of your Mages Guild abilities by 15%.Mage Adept
Mage AdeptGuild · Mages GuildPASSIVEPassive descriptionReduces the Magicka and Health cost of your Mages Guild abilities by 15%.–Low PriorityOnly good if you're running a Mages Guild ability (not including Shooting Star).
Might of the GuildGuild · Mages GuildPASSIVEPassive descriptionCasting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 150% for 10 seconds.Might of the Guild
Might of the GuildGuild · Mages GuildPASSIVEPassive descriptionCasting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 150% for 10 seconds.–Low PriorityEmpower is a useless buff outside of heavy attack builds. We should never heavy attack in an optimal rotation.
Persuasive WillGuild · Mages GuildPASSIVEPassive descriptionAllows you to Persuade NPCs in conversation.Persuasive Will
Persuasive WillGuild · Mages GuildPASSIVEPassive descriptionAllows you to Persuade NPCs in conversation.–Not neededQuesting Passive
Guild — Psijic Order

ClairvoyanceGuild · Psijic OrderPASSIVEPassive descriptionReduces the cost of your Psijic Order abilities by 15%.Clairvoyance
ClairvoyanceGuild · Psijic OrderPASSIVEPassive descriptionReduces the cost of your Psijic Order abilities by 15%.–Low PriorityNice passive if you ever are running a Psijic ability, but we will rarely run one on this build.
Concentrated BarrierGuild · Psijic OrderPASSIVEPassive descriptionWhile you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.Concentrated Barrier
Concentrated BarrierGuild · Psijic OrderPASSIVEPassive descriptionWhile you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.–Low PriorityNice defensive passive if you ever have a Psijic ability slotted, but ranked as "low priority" because we will rarely slot a Psijic ability.
DeliberationGuild · Psijic OrderPASSIVEPassive descriptionWhile you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.Deliberation
DeliberationGuild · Psijic OrderPASSIVEPassive descriptionWhile you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.–Low PriorityNice defensive passive if you ever have a Psijic ability slotted, but ranked as "low priority" because we will rarely slot a Psijic ability.
See the UnseenGuild · Psijic OrderPASSIVEPassive descriptionThe insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.See the Unseen
See the UnseenGuild · Psijic OrderPASSIVEPassive descriptionThe insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.–Low PriorityThe loot from these portals will rarely give you anything worthwhile.
Spell OrbGuild · Psijic OrderPASSIVEPassive descriptionWhen you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.Spell Orb
Spell OrbGuild · Psijic OrderPASSIVEPassive descriptionWhen you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.–Not neededThis passive is only decent if you're running a Psijic skill that you're going to use often, like Ele Weapon, which we will never do.
Guild — Undaunted

Undaunted CommandGuild · UndauntedPASSIVEPassive descriptionActivating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.Undaunted Command
Undaunted CommandGuild · UndauntedPASSIVEPassive descriptionActivating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.–High PriorityA necessary passive for sustain in content.
Undaunted MettleGuild · UndauntedPASSIVEPassive descriptionIncreases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped.Undaunted Mettle
Undaunted MettleGuild · UndauntedPASSIVEPassive descriptionIncreases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped.–High PriorityAnother benefit of running one light armor piece is getting extra max resources. It's not worth slotting a piece of Light Armor specifically for this passive these days, but it's one you want ESPECIALLY if you are running 6 med 1 light.
Alliance War — Assault

Continuous AttackAlliance War · AssaultPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 10% and Health, Magicka, and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Gallop at all times, increasing your Mount Speed by 15%.Continuous Attack
Continuous AttackAlliance War · AssaultPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 10% and Health, Magicka, and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Gallop at all times, increasing your Mount Speed by 15%.–Low PriorityPutting one point here for Major Gallop is ideal
Combat FrenzyAlliance War · AssaultPASSIVEPassive descriptionYou generate 20 Ultimate when you kill an enemy player.Combat Frenzy
Combat FrenzyAlliance War · AssaultPASSIVEPassive descriptionYou generate 20 Ultimate when you kill an enemy player.–Not neededOnly worthwhile in Cyrodiil PvP.
ReachAlliance War · AssaultPASSIVEPassive descriptionIncreases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.Reach
ReachAlliance War · AssaultPASSIVEPassive descriptionIncreases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.–Not neededOnly worthwhile in Cyrodiil PvP.
Alliance War — Support

Magicka AidAlliance War · SupportPASSIVEPassive descriptionIncreases your Magicka Recovery by 10% for each Support ability slotted.Magicka Aid
Magicka AidAlliance War · SupportPASSIVEPassive descriptionIncreases your Magicka Recovery by 10% for each Support ability slotted.–Low PriorityThis is good if we slot a support ability, but otherwise not needed.
Battle ResurrectionAlliance War · SupportPASSIVEPassive descriptionReduces the time it takes you to resurrect another player by 30% while you are in a PvP area.Battle Resurrection
Battle ResurrectionAlliance War · SupportPASSIVEPassive descriptionReduces the time it takes you to resurrect another player by 30% while you are in a PvP area.–Not neededOnly worthwhile in Cyrodiil PvP.
Combat MedicAlliance War · SupportPASSIVEPassive descriptionIncreases your healing done by 20% when you are near a Keep.Combat Medic
Combat MedicAlliance War · SupportPASSIVEPassive descriptionIncreases your healing done by 20% when you are near a Keep.–Not neededOnly worthwhile in Cyrodiil PvP.
Craft — Alchemy

Medicinal UseCrafting · AlchemyPASSIVEPassive descriptionWhen using potions, resulting effects last 30% longer.Medicinal Use
Medicinal UseCrafting · AlchemyPASSIVEPassive descriptionWhen using potions, resulting effects last 30% longer.–High PriorityEssential to max out so that we're getting 100% uptimes on our potion's effects
SnakebloodCrafting · AlchemyPASSIVEPassive descriptionReduces duration of negative effects in potions by 100% when consumed.Snakeblood
SnakebloodCrafting · AlchemyPASSIVEPassive descriptionReduces duration of negative effects in potions by 100% when consumed.–High PriorityOccasionally useful for certain potions that include negative reacting reagents
Racial — Dark Elf

DynamicRacial · Dark ElfPASSIVEPassive descriptionIncreases your Max Magicka and Max Stamina by 1910.Dynamic
DynamicRacial · Dark ElfPASSIVEPassive descriptionIncreases your Max Magicka and Max Stamina by 1910.–High PriorityDirect and significant DPS increase.
RuinationRacial · Dark ElfPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 258.Ruination
RuinationRacial · Dark ElfPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 258.–High PriorityDirect and significant DPS increase.
Resist FlameRacial · Dark ElfPASSIVEPassive descriptionIncreases your Flame Resistance by 4620.Resist Flame
Resist FlameRacial · Dark ElfPASSIVEPassive descriptionIncreases your Flame Resistance by 4620.–Low PriorityDecent defensive utility but kind of niche.
Basic Build Information
CLASS MASTERIES
- Judgement’s BrandBESTJudgement’s Brand upgrades Burning Light, increasing the damage of our Templar abilities by 1600 for 3.1 seconds whenever Burning Light procs. As long as we keep dealing damage, we should have nearly full uptime on this massive buff.
- Bright HarbingerBESTBright Harbinger upgrades Illuminate. Casting a Dawn’s Wrath ability provides armor and grants 300 Weapon and Spell Damage to our group, doubled to 600 for us. Together with Judgement’s Brand, it is the obvious damage choice for this build.
RACE
- Dark Elf
Dark ElfRACERace descriptionThe racial skills of the Dark Elves reflect their intellect and agility, giving them bonuses in dual wielding, flame and lava resistance, weapon and spell damage, and base magicka and stamina. These bonuses allow them to adapt to anythingRacial passives
AshlanderIncreases your experience gain with the Dual Wield skill line by 15%. Reduces your damage taken from environmental lava by 50%.
DynamicIncreases your Max Magicka and Max Stamina by 1910.
Resist FlameIncreases your Flame Resistance by 4620.
RuinationIncreases your Weapon and Spell Damage by 258.BESTStrongest option for Stamina Based Characters, giving Max Stam and Weapon and Spell Damage - Khajiit
KhajiitRACERace descriptionThe racial skills of the feline Khajiit reflect their natural versatility and guile, giving them bonuses to pickpocketing, stealth, resource recovery, as well as base health, magicka, and stamina. These bonuses help them thrive in many ventures of life.Racial passives
CutpurseIncreases your experience gain with the Medium Armor skill line by 15%. Increases your chance to successfully pickpocket by 5%.
RobustnessIncreases your Health, Magicka, and Stamina Recovery by 90.
Lunar BlessingIncrease your Maximum Health, Magicka, and Stamina by 915.
Feline AmbushIncreases your Critical Damage and Critical Healing by 12%. Decreases your detection radius in Stealth by 3 meters.The Crit Damage makes this race very strong for 4 man/solo content, or newer players with less optimized groups.
MUNDUS
- The Thief
The ThiefMUNDUSMundus descriptionIncreases the Critical Strike rating by 1333
With 7 Divines armor pieces
Increases the Critical Strike rating by 2167BESTStrongest Mundus 99% of the time. - The Shadow
The ShadowMUNDUSMundus descriptionIncreases Critical Damage and Healing by 11%
With 7 Divines armor pieces
Increases Critical Damage and Healing by 17%Rarely used alternative. Can be good for solo content, or some 4 man content where we can use the Armorer to swap between Mundus Stones. - The Lover
The LoverMUNDUSMundus descriptionIncreases Physical and Spell Penetration by 2744
With 7 Divines armor pieces
Increases Physical and Spell Penetration by 4489Rarely used alternative. Can be good for solo content, or some 4 man content where we can use the Armorer to swap between Mundus Stones.
ATTRIBUTES
- 64 points into StaminaBESTMax Resources count as a Damage Modifier. This means that your abilities increase in damage value the higher your largest resource pool is, similarly to how your skills increase in damage the higher your Weapon Damage is. Therefore, the largest DPS increase comes from stacking all of our points into one resource.
FOOD
- Braised Rabbit with Spring Vegetables
Braised Rabbit with Spring VegetablesBlue Bistat · Ingredients: Greens (1), Seasoning (1), Small Game (1)FOODFood descriptionIncrease Max Health by 5395 and Max Stamina by 4936 for 1 hour.BESTRecommended Food for Content. Not the highest DPS but it's very close AND gives a ton of health. (Any CP 150 Blue Max Stam/Max Health food works). - Hearty Garlic Corn Chowder
Hearty Garlic Corn ChowderGreen Max ResourceFOODFood descriptionIncrease Max Stamina by 6048 for 35 minutes.Strongest option for raw DPS. (Any CP 150 Green Max Stam Food works). - Lava Foot Soup-and-Saltrice
Lava Foot Soup-and-SaltriceFOODFood descriptionIncrease Max Stamina by 4936 and Stamina Recovery by 493 for 2 hours. These effects are scaled based on your level.Best food to use if you're having issues sustaining. - Artaeum Takeaway Broth
Artaeum Takeaway BrothSustain FoodFOODFood descriptionIncrease Max Health by 3326, Health Recovery by 406, Max Stamina by 3080 and Stamina Recovery by 338 for 2 hours.Lowest DPS, but it provides some Max Stam, Max Health, and Stamina Recovery making it a versatile alternative if you're struggling with sustain and need more health than you'd have with Lava Foot.
POTIONS
- Essence of Heroism
Essence of HeroismDragon Rheum - Dragon's Blood - ColumbinePOTIONPotion descriptionGrants you Minor Heroism, restoring 1 Ultimate every 1.5 seconds for 47.6 seconds.
Restore 7582 Magicka Immediately.
Grants you Major Intellect which increases your Magicka Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown)BESTMost optimal potion. They are incredibly expensive though, so unless you're pushing extremely difficult content, you can opt for Heroism on your Banner DDs and run the next best options. - Essence of Health
Essence of HealthPOTIONPotion descriptionRestore 8369 Health Immediately.
Grants Major Fortitude which increases your Health Recovery by 30% for 52.8 seconds.
Restore 7582 Magicka immediately.
Grants you Major Intellect which increases your Magicka Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown).When sourcing heroism outside of potions, these are generally the best option overall for sustain - Essence of Armor
Essence of ArmorPOTIONPotion descriptionIncreases your Physical Resistance by 5280 for 47.6 seconds.
Restore 8369 Health immediately.
Grants Major Fortitude which increases Health Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown).If you're not having any sustain issues, and don't need Minor Heroism, these potions will make you borderline indestructible in raid scenarios, giving you tank like resistances. - Essence of Power
Essence of PowerPOTIONPotion descriptionGrants Major Brutality which increases your Weapon and Spell Damage by 20% for 47.6 seconds.
Grants Major Savagery which increases your Weapon and Spell Critical by 2629 for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 52.8 seconds. (45s cooldown).We will rarely have to run these potions because Major Brutality is usually provided by Biting Jabs, while Vampire’s Bane provides Major Savagery. However, if we’re missing Major Brutality or Savagery for WHATEVER reason, you MUST run these potions.
Champion points
SLOTTABLES
Deadly AimWarfare · Slottable - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done with single target attacks by 3% per stage (6% max).
Master-at-ArmsWarfare · Slottable - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done with direct damage attacks by 3% per stage (6% max).
Wrathful StrikesWarfare · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionGrants 41 Weapon and Spell Damage to your damaging abilities per stage (205 max).
ExploiterWarfare · Extended Might · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done against Off Balance enemies by 2% per stage (10% max).ALT SLOTTABLES
Fighting FinesseWarfare · Slottable - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Critical Damage and Critical Healing done by 4% per stage (8% max).
BackstabberWarfare · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Critical Damage done by 2% per stage against enemies you are flanking (10% max).PASSIVES
- Precision
PrecisionWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 160 Critical Chance per stage (320 max).–High PriorityDirect DPS increase - Eldritch Insight
Eldritch InsightWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 260 Max Magicka per stage (520 max).–High PriorityHelpful for sustain. Extra Magicka matters for Radiant Oppression in execute. - Tireless Discipline
Tireless DisciplineWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 260 Max Stamina per stage (520 max)–High PriorityDirect DPS increase - Battle Mastery
Battle MasteryWarfare · Extended Might · Passive - 20 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your chance to apply a Martial status effect by 30% per stage (60% max).–High PriorityStatus effects are extremely important in U51 - Flawless Ritual
Flawless RitualWarfare · Extended Might · Passive - 20 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your chance to apply a Magical status effect by 30% per stage (60% max).–High PriorityStatus effects are extremely important in U51 - Mighty
MightyWarfare · Extended Might · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionGrants 100 Weapon and Spell Damage to Martial attacks. Affects Physical, Poison, Disease, and Bleed Damage.–High PriorityDirect DPS increase - Piercing
PiercingWarfare · Extended Might · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 350 Offensive Penetration per stage (700 max).–High PriorityRaid Comps building for the Pen Cap assume players have this node maxed - War Mage
War MageWarfare · Extended Might · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionGrants 100 Weapon and Spell Damage to Magical attacks. Affects Magic, Flame, Frost, and Shock Damage.–High PriorityDirect DPS increase - Elemental AegisElemental AegisWarfare · Staving Death · Passive - 10 points per stage - 2 stagesENCHANTEnchant descriptionReduces the damage you take from Magical attacks by 1% per stage. Affects Magic, Flame, Frost, and Shock Damage (2% max).–High PriorityVery strong passive for damage mitigation
- Hardy
HardyWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the damage you take from Martial attacks by 1% per stage. Affects Physical, Poison, Disease, and Bleed Damage (2% max).–High PriorityVery strong passive for damage mitigation - Preparation
PreparationWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces your damage taken from non-player attacks by 5% per stage (10% max).–High PriorityVery strong passive for damage mitigation - Quick Recovery
Quick RecoveryWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your healing received by 1% per stage (2% max).–High PriorityVery strong passive for damage mitigation
SLOTTABLES
FortifiedFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 34.6 Armor per stage (1731 max).
RejuvenationFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 1.8 Health, Magicka, and Stamina Recovery per stage (90 max).
CelerityFitness · Wind Chaser · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Movement Speed by 2% per stage (10% max).
Expert EvasionFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionYour next Roll Dodge is free of cost. After consuming this effect, you cannot gain it again for 30 seconds.ALT SLOTTABLES
Boundless VitalityFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 28 Max Health per stage (1400 max).
Bloody RenewalFitness · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionRestore 300 Stamina per stage, whenever you kill an enemy (1500 max).
SlipperyFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhen you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become winded and cannot trigger this effect or others like it for 21 seconds.
Spirit MasteryFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionDecreases the time it takes to resurrect an ally by 33%.PASSIVES
- Tumbling
TumblingFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Roll Dodge by 120 Stamina per stage (240 max).–High PriorityRoll dodge is the single greatest evasion mechanic in the game. Reducing its cost is incredibly helpful - Hero's Vigor
Hero's VigorFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 280 Max Health per stage (560 max).–High PriorityFree extra health is always great - Fortification
FortificationFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases the amount of damage you can block by 2% per stage (4% max).–High PriorityBlocking is one of the most important defensive mechanics in the game. Increasing the amount of damage you can block is very important - Tireless Guardian
Tireless GuardianFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Block by 20 Stamina per stage (40 max).–High PriorityBlocking is one of the most important defensive mechanics in the game. Reducing its cost is very helpful - Hasty
HastyFitness · Wind Chaser · Passive - 8 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your movement speed when Sprinting by 2% per stage (4% max).–High PriorityBeing fast is very helpful in getting out of mechanics - Defiance
DefianceFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Break Free by 110 Stamina per stage (220 max).–Medium PriorityBreak free isn't that important outside of a few niche fights. In those specific fights, this node is great - Savage Defense
Savage DefenseFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of bash by 45 Stamina per stage (90 max).–Medium PriorityReduces the cost of Bash. Helpful when mechanics require frequent interrupts. - Sprinter
SprinterFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Sprint by 20 Stamina per stage (40 max).–Medium PrioritySprinting isn't particularly important in actual fights. It's very important in scorepushing when you're trying to get through a raid as quickly as possible though - Tempered Soul
Tempered SoulFitness · Passive - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReturn to life after resurrection with 5% more resources per stage (10% max).–Medium PriorityIt's better than getting up with no resources but you'll still likely want to throw a heavy attack or two even with this passive - Mystic Tenacity
Mystic TenacityFitness · Survivor's Spite · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the duration of Elemental Status Effects applied to you by 5% per stage (25% max).–Medium PriorityThis node is good in very niche situations - Nimble Protector
Nimble ProtectorFitness · Walking Fortress · Passive - 3 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Movement Speed while Bracing by 3% per stage (6% max).–Medium PriorityThe movement speed bonus sounds good, but isn't very noticeable while blocking. - Bashing Brutality
Bashing BrutalityFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Bash damage by 60 per stage (120 max).–Low PriorityIncreases Bash damage. A niche benefit when we need to bash, such as applying Hunter’s Mark with Huntsman Warmask.
SLOTTABLES
Gifted RiderCraft · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Mount Speed by 2% per stage (10% max).
Steed's BlessingCraft · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionIncreases your out of combat Movement Speed by .4% per stage (20% max).
War MountCraft · Slottable - 75 points per stage - 1 stageCHAMPION POINTChampion Point descriptionImproves your mastery with mounts, removing all mount Stamina costs outside of combat.PASSIVES
- Breakfall
BreakfallCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces your fall damage taken by 7% per stage (35% max).–High PriorityOne of the few nodes in this tree that are actually useful in a trial - Discipline Artisan
Discipline ArtisanCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases the experience gain for currently active skills and their skill lines by 3% per stage (15% max).–High PriorityVery good for leveling skills - Liquid Efficiency
Liquid EfficiencyCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhenever you use a potion or poison you have a 10% chance to not consume it.–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Professional Upkeep
Professional UpkeepCraft · Passive - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionReduces the cost of repairing your armor by 1% per stage (50% max).–High PrioritySave some gold for all those deaths - Rationer
RationerCraft · Passive - 10 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionAdds 10 minutes to the duration of any food or drink that increases your character's stats per stage (30 minutes max).–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Steadfast Enchantment
Steadfast EnchantmentCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionYour Weapon Enchantments have a 10% chance to not consume a charge when activated per stage (50% max).–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Steed's Blessing
Steed's BlessingCraft · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionIncreases your out of combat Movement Speed by .4% per stage (20% max).–High PriorityNot useful for raiding, but I can't live without this passive - Wanderer
WandererCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Wayshrine usage by 10% per stage (50% max).–High PriorityYou'll save a lot of gold traveling between resets with this node - Soul Reservoir
Soul ReservoirCraft · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhen you resurrect yourself or another player you have a 33% chance to not consume a Soul Gem.–Medium PrioritySoul gems are very easy to get - Cutpurse's Art
Cutpurse's ArtCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the chance to get higher-quality loot when pickpocketing.–Low PriorityValue is fully based on preference - Fleet Phantom
Fleet PhantomCraft · Passive - 8 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the Movement Speed penalty of Sneak by 5% per stage (25% max).–Low PriorityValue is fully based on preference - Fortune's Favor
Fortune's FavorCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases the amount of gold you find in treasure chests and safeboxes by 10% per stage (50% max).–Low PriorityValue is fully based on preference - Gilded Fingers
Gilded FingersCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your gold gained by 2% per stage (10% max).–Low PriorityValue is fully based on preference - Homemaker
HomemakerCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionYou have a 10% chance to find a second furnishing plan whenever you find a furnishing plan in the world.–Low PriorityValue is fully based on preference - Infamous
InfamousCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the value of fenced items by 25%.–Low PriorityValue is fully based on preference - Inspiration Boost
Inspiration boostCraft · Passive - 15 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionIncreases your crafting inspiration gained by 10% per stage (30% max).–Low PriorityValue is fully based on preference - Meticulous Disassembly
Meticulous DisassemblyCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionImproves the chances of extracting Woodworking, Blacksmithing, Clothing, and Jewelry Crafting ingredients and allows the refining of more powerful resins, tempers, tannins, and platings from raw materials.–Low PriorityValue is fully based on preference - Out of Sight
Out of SightCraft · Passive - 10 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionReduces the radius you can be detected while Sneaking by 1 meter per stage (3 meters max).–Low PriorityValue is fully based on preference - Plentiful Harvest
Plentiful HarvestCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionYou have a 10% chance to gain double the yield from normal resource nodes per stage (50% max).–Low PriorityValue is fully based on preference - Treasure Hunter
Treasure HunterCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the quality of items you find in treasure chests.–Low PriorityValue is fully based on preference
Class mechanics
The Templar's rotation is structured around
Power of the Light. It's one of our strongest abilities, and we want to cast it once every six seconds, on cooldown, but we have to let the previous cast fully expire so that we actually get that big tick of damage. Reapplying it early means losing the strongest part of the ability. So, before execute, our static rotation follows a pretty simple pattern:
Power of the Light, five abilities,
Power of the Light, five abilities. Which five abilities we cast in between depends on which dots need to be reapplied and how much room we have for our spammable. The full sequence is in the Rotation section.
Weaving
Biting Jabs can feel very strange. It's a 0.8 second channel, which leaves us less room to consistently weave our next light attack than we'd have in a normal instant cast ability. You want to place your light attack as close to the same point in each weave as possible. If that timing is at all inconsistent, you'll find that some of the light attacks simply don't fire. Likewise, whenever possible, take your synergies while casting an ability that isn't Jabs, and don't bar swap off of Jabs either. Let the channel finish and plan your swaps around another ability, like
Power of the Light,
Blazing Spear, or
Barbed Trap . The only exception is if
Carve is about to run out, which only occurs as a result of a mistake.
I really enjoyed
Aetheric Lancer quite a bit last patch when we had to kind of chase the AoE down to proc it. That however is no longer necessary. When we're standing still, the effect will now spawn pretty much right on top of us, which I think is a little boring, but it does make maintaining the set significantly easier. Between
Blazing Spear,
Biting Jabs, and the
Burning Light procs, we don't really have to spend a ton of brainpower maintaining it, Just be aware of the set and the AoE that it leaves behind, especially while you're moving around in content.
Outside of our abilities, a good chunk of the Plar's DPS actually comes from our passives. The primary one is
Burning Light. Whenever we deal damage, we generate a stack of
Burning Light, up to once every half second, and those stacks last for 3 seconds. At 4 stacks, we deal a big tick of Magic Damage to our target, worth up to 30k in this parse. Over the course of an entire fight, it accounts for about 8.5k DPS, which means we literally have a passive doing more damage than several of our dots and status effects even. On top of that damage,
Burning Light is also proccing
Aetheric Lancer while in execute, and not using any Aedric Spear abilities. It's super important to
Aetheric Lancer and it's a massive part of the Plar's overall DPS value.
Piercing Spear increases our crit damage by 12% whenever we have an Aedric Spear ability slotted, which helps this class hit the Crit Cap a bit easier.
Spear Wall gives
Minor Berserk and
Minor Protection for 6 seconds whenever we use an Aedric Spear ability, which, for most of the fight, basically means whenever we cast Jabs.
Balanced Warrior gives us additional armor for slotting Templar abilities, as well as what ends up being over 500 weapon and spell damage based on both our armor plus however many Templar abilities we have slotted.
Enduring Rays extends the duration of abilities like
Solar Barrage and
Vampire's Bane
Prism gives us 3 Ultimate whenever we cast a Dawn's Wrath ability in content once every 6 seconds. So, basically, every time we cast
Power of the Light on cooldown, we're also getting 3 Ultimate.
Judgment's Brand upgrades
Burning Light: a passive that simply deals damage. Whenever we deal damage, we generate a stack of
Burning Light, and at four stacks, it fires a massive tick of magic damage, and
Judgment's Brand builds off of that, increasing the damage of your Templar abilities by 1600 whenever
Burning Light procs for 3.1 seconds.
Bright Harbinger upgrades
Illuminate, which gives nearly 3k armor whenever we cast a Dawn's Wrath ability, to now also provide 300 Weapon and Spell damage to your group, a bonus that doubles for you.
We go into far more detail about this phase in the execute portion of the rotation section. To summarize:
34% Cast
Radiant Oppression over
Biting Jabs and STOP casting
Blazing Spear and
Ritual of Retribution to conserve Mag.
Below 25% Make one more cast of
Carve
Below 25% but above 10%, make one more cast of
Barbed Trap,
Vampire's Bane,
Solar Barrage, and
Stampede
12% Stop casting
Power of the Light, and ONLY cast
Radiant Oppression
Rotation
- 1
CarveThe skill’s value tanks if you let 3 stacks fall off. - 2
Power of the LightOur most important ability. Cast one in every 6 skills, but never cast too early or you cancel its damage. - 3
StampedeStrong DOT that is most important for proccing the vMA Greatsword. This buff lasts 18 seconds, while the ability lasts 15 seconds, so it isn't essential to reapply stampede immediately on expiration. It only becomes a top priority if we are about to lose our vMA Greatsword buff. - 4
Barbed TrapStrong DOT that is important for Minor Force and Hemorrhaging . - 5
Solar BarrageDecent DOT that increases our damage done with class abilities by 5%: that's a massive increase. - 6
Ritual of RetributionStrong DOT that ramps over time. Allow it to fully expire to maximize its damage. Also provides the Purify Synergy which is helpful to your Alkosh DD. - 7
Vampire's BaneMediocre DOT but provides Major Savagery, our Major Crit Chance Buff, one of the most important buffs in the game. - 8
Blazing SpearStrong DOT, but no value outside of its raw damage. - 9
Biting JabsOur Spammable when no DOT needs Reapplied
BEFORE THE PULL
- Use a potion first and start the parse with 20 to 25 seconds left on its cooldown.
- Cast Vampire’s Bane on a separate target to start with Major Savagery.
- Try to activate Aetheric Lancer’s Weapon and Spell Damage buff before starting.
- Start far enough away that Solar Barrage doesn't erroneously start the fight.
PREBUFF
OPENER
190K+ DYNAMIC ROTATION NOTES
Prepull
There are some extra things we can do to increase our DPS before a pull both on the dummy and in content. A clever example you might see on the dummy is casting an "arming" ability like
Shooting Star in the prebuff before swapping into the actual parse dummy setup. It's counterproductive to consider these things "cheesy" and far more helpful to your progression to allow your mind to creatively find ways to prebuff like this, because in content, we can do so much more. For example, try to carry your
(Perfected) Sul-Xan's Torment buff from the previous trash pack into the boss. You can even sometimes do a FULL PREBUFF on some bosses that might have spawn time, where you might cast
Scalding Rune,
Barbed Trap,
Anti-Cavalry Caltrops,
Mystic Orb,
Endless Hail, and
Elemental Blockade all cast for the boss to spawn into before swapping to your primary setup. Learning how to do these things instead of writing them off as "cheese" is a step in progression more players should take.
Prebuff
The goal here is simple: cast as many abilities out of combat as possible, then finish the prebuff with
Shooting Star. We want its initial impact to land after
Off-Balance becomes active, so that the hit benefits from
Exploiter. If you want to get sweaty and work with the concepts discussed above, you can cast
Radiant Aura and
Channeled Focus which give
Minor Endurance and an unnamed Stamina Regen. This extra sustain helps throughout the first half of the parse allows you to sustain Green Max Stam Food throughout the fight. Then you can cast
Shooting Star before
Barbed Trap, and swap
Onslaught onto your bar while casting Trap. If this doesn't interest you, simply run Lava Foot and follow the sequence above exactly.
Opener
The goal of our opener is simple. We want to apply our DOTs to get their timers rolling, in the most optimal way, somewhat following that priority. We start with
Stampede which isn't technically the highest priority, but it has a short cast time which means we can technically get it off as a sorta prebuff ability before the fight starts if we're quick enough. Then we swap straight to the front bar and get our most important cast,
Power of the Light. Then we cast
Blazing Spear, simply because we have Off Balance active in this beginning section, so getting the damage on impact of
Blazing Spear is nice, in addition to the strong ticks of the short and therefore bursty DOT. Then we go to our backbar and apply our strongest remaining dot,
Ritual of Retribution, then
Carve, and
Vampire's Bane last, simply because this skills value is largely found in
Major Savagery, which we should already have active, so its only value in the opener is its weak DOT.
SPAM PRIORITY
CARVE
VAMPIRE'S BANE
ONSLAUGHT
BITING JABS
BEFORE THE PULL
- Use a potion first and start the parse with 20 to 25 seconds left on its cooldown.
- Cast Vampire’s Bane on a separate target to start with Major Savagery.
- Try to activate Aetheric Lancer’s Weapon and Spell Damage buff before starting.
- Start far enough away that Solar Barrage doesn't erroneously start the fight.
PREBUFF
OPENING
ROTATION
181K+ STATIC ROTATION NOTES
The general premise of the Plar rotation is pretty straightforward, even once we get into execute. We're working with an 18 second rotation that balances our shorter dots against our longer ones, with the main priority being the Maelstrom Greatsword buff. Remember, that buff lasts longer than
Stampede itself, so we can let
Stampede's damage fall off briefly while still keeping the buff. We're going to reapply
Barbed Trap,
Solar Barrage, and
Ritual of Retribution early, while generally allowing some downtime on
Stampede's 15 second dot. That 18 second rotation gives us three casts of
Power of the Light, with five other skill casts between each one. The first phase is mainly our dot reapplication phase, and the next two are mainly spammable phases.
The only dots we have to track dynamically are
Carve and
Vampire's Bane, because their roughly 30 second durations don't fit neatly into that 18 second roto. If you follow the opener correctly though, you'll usually be able to refresh them at roughly the same time once
Carve reaches three stacks. We'll fit those casts into our spammable slots so that we don't mess up the timing on our DOTs and Buffs.
We cast
Carve twice in the opener, so our third cast comes up near the end of our first full rotation, at roughly 75% on the dummy. Right after the third
Power of the Light, we cast
Carve and
Vampire's Bane together, then we just jab three times instead of five. We're simply replacing two of those five spammable casts. It's completely okay to reapply these early. We're not trying to hit them the exact moment they expire in the static rotation. We're just trying to fit them into spammable slots where it makes sense to do so without disrupting the rest of our rotation. I have to clarify, in a dynamic rotation it is most optimal to let your dot fully expire except for
Carve of course where it would drop stacks. But we forego that rule in the static rotation in the name of simplicity.
The next time we have to reapply these dots is around 50%, but this time we split those casts up. At the end of our dot reapplication phase, I cast
Carve instead of
Stampede. Then I cast
Power of the Light,
Vampire's Bane,
Stampede and
Biting Jabs twice instead of 4 times then go back to the usual
Blazing Spear at the end of that phase to continue on. This delays
Stampede until we're actually beginning the main spammable portion of the rotation, which is where we want that buff active the most.
- 1
Radiant OppressionStart Casting at 34% - 2
Blazing SpearStop Casting at 34% - 3
Ritual of RetributionStop Casting at 34% - 4
CarveStop casting at 20% - 5
Barbed TrapMake one more cast between 15% and 25% if needed - 6
Vampire's BaneMake one more cast between 15% and 25% if needed - 7
Solar BarrageMake one more cast between 15% and 25% if needed - 8
StampedeMake one more cast between 10% and 20% i fneeded - 9
Power of the LightMake one more cast below 15% - 10
Radiant OppressionSpam Exclusively at 12% and Below
EXECUTE PRIORITY NOTES
At around 34%, we start using
Radiant Oppression in place of
Biting Jabs, and as soon as we make that switch, we stop reapplying
Blazing Spear and
Ritual of Retribution. Their damage is still worthwhile, but on the Stam Plar, we need that Magicka to sustain beam through the end of the fight. If we continue spending it on Spear and Ritual, we're going to run out at the very end. The abilities we're especially concerned with keeping up here are
Vampire's Bane for our crit chance,
Stampede for the Maelstrom Greatsword buff, and
Solar Barrage for its 5% increase to
Radiant Oppression. So we're maintaining the buffs that make our execute stronger, while letting Spear and Ritual expire to preserve our Magicka.
In early execute, reapply
Power of the Light if it's already fully expired, but don't delay another beam cast just in the name of maintaining Power of the Light. Toward the very end,
Radiant Oppression is the priority, even if
Power of the Light expires during its channel. If we're about to run out of Magicka, though, casting
Power of the Light near the end can buy us a second, because it costs Stamina. That can bridge the gap until our potion becomes available, letting us return to Radiant and finish the fight.
The only way I've found to reliably sustain beam through this execute on the dummy is with really direct potion control. Before the fight, I use a potion and start my prebuffs, but I don't actually start the parse until there's between 20 and 25 seconds remaining on the potion cooldown. Then I use my potions immediately on cooldown for the rest of the fight. Starting with 20 seconds left gives us our first in combat potion at 20 seconds, our second at one minute and five seconds, and our third at one minute and 50 seconds. In a parse that lasts about one minute and 56 seconds, that final potion becomes available right near the end, when we're gasping for resources and need the Magicka for those last few Radiant casts.
To break it down in a generic walk through, at 34%, we start casting
Radiant Oppression, and stop reapplying
Blazing Spear and
Ritual of Retribution. Keep that
Power of the Light rule in mind, use it if it's already expired, but don't delay casting another beam while trying to play around it. If we have a chance to fit in one final
Carve cast between 25 to 30%, great, do it, but
Carve isn't that important in exe.
From there, we're going to make our final refresh of the remaining buffs and dots. In my example below,
Power of the Light hasn't fully expired when I get there, so I cast
Barbed Trap first, then
Power of the Light, then we go to the back bar, reapply
Vampire's Bane,
Solar Barrage, and
Stampede, and then the intention is to fully spam
Radiant Oppression until the end of the fight.
However, at around 12%, I do end up casting
Power of the Light one more time because I'm about to run out of Magicka and my potion still has 1 second left on its cooldown. As we discussed earlier, if you're about to mag out, you can use the Stamina Costing
Power of the Light ability to buy you an extra second, and in this case, get the potion, then go straight back into
Radiant Oppression. Now, I get lucky here,
Power of the Light actually fully expires again towards the end of the parse so we do get a final massive burst of damage in exe. All in all, when played correctly, you can jump up 20k DPS in total from 34% to 0. It's The most insane execute burst in the entire game. It's not even close.
Parses and In Game Content
181K - U51 PTS · Eigh1 Puppies - Static Rotation




This parse was done without
Restoring Focus and
Radiant Aura prebuffs, which would have allowed for green Max stam food, adding another 1 to 2k DPS, and also without a
Shooting Star prebuff, which would have added another 1 to 2k DPS. So you can expect this much easier static rotation to be worth no more than a 5 to 10k DPS loss compared to the dynamic version.
For a detailed breakdown on the rotation, see the section above.
FAQ
Why am I having sustain issues?
Sustain can be a little tricky. Double check and make sure that you have the build copied exactly AND that you're using Lava Foot, Potions that restore Stamina + give Major Endurance, and are taking the Shard Synergy from the dummy on cooldown. Failing just one of these can pose a significant problem to your sustain. If all of these items are checked, you are likely overcasting Stamina abilities, and need to work more on the rotation.
How do I sustain Radiant Oppression on a stamina build?
Save Magicka by dropping Blazing Spear and Ritual when execute begins. For the selected dummy parse, use a potion before the fight, start with 20 to 25 seconds left on its cooldown, and use subsequent potions immediately on cooldown. This brings the final potion back near the end of that roughly one minute and 56 second parse. The exact timing and health percentage depend on your damage. Potions can be used during Jabs and Radiant channels. If you are about to run out just before the potion is ready, Power of the Light can bridge a second without spending Magicka.
I’m nowhere near this number. What’s going on?
Generally, if you're at less than 100K DPS, I find most players are simply using the wrong dummy. The 21 Mil dummy gives all the buffs and debuffs provided by an average raid comp: you should be receiving these things in real content in an optimized group. If that's not the case, rotation is 90% of the equation unfortunately. Don't hesitate to reach out on Metafy and Discord if you need help!
Where is the Healing in This Build?
That comes from the healers. In an optimized group, your healers cover most healing. Slot a heal or shield for mechanics that separate you from them, as covered in the Survival setup. If you're more interested in solo content/builds, check out the solo guides I have for this class (coming soon).
Why are Stamina and Magicka classes the Same Build?
Years ago, ESO introduced hybridization. Most offensive abilities now scale from your higher Max Stamina or Max Magicka and your higher Weapon or Spell Damage, regardless of which resource the ability costs. Maximum resources do not directly determine your Weapon Damage or Critical Chance stats. Update 51 also combines Brutality and Sorcery under Brutality, and Savagery and Prophecy under Savagery. This lets Stamina and Magicka builds share much of the same gear and skill setup. Each ability still costs its listed resource, so choose your attributes and sustain tools around the skills you use, your group support, and the encounter.
Should I Reapply my DOTs right BEFORE they Expire or let them run ALL THE WAY OUT?
In a perfect world, you let your DOT cook to exactly 0 seconds, and reapply it the moment the skill hits 0. This is the goal, but obviously impossible to do perfectly 100% of the time: whether it be because of weaving or because of timer overlap. When you have multiple abilities expiring at the same time, it's okay to begin reapplication up to 1 second early, and follow the given priority order to maximize DPS in these situations.
Can I use a Different Weapon than What's Recommended?
You can absolutely use a different weapon. This guide gives you the setup I recommend for the strongest performance, but if you prefer bows, there's a Bow/Bow version here for exactly that reason. Just make the related skill changes with it. Swapping the weapon without changing the abilities that require it can cost you much more than the difference between the weapons themselves. Keep in mind though, the smaller choices still add up: a 1% DPS loss in ten different places is roughly a 10% loss overall.










































































