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Build Overview


Build Name
Death From Afar

Intro
I’ve played around with this build, upgrading and switching things around to make it more survivable where ever the character goes. This build is based on Magicka. At the time of this writing, the build is at CP380.

Build Objectives
The main focus is to kill targets quickly before they can reach you – or to whittle away on bosses while they are busy in taunts. If targets do get to you, use the innate healing abilities to help. A primary focus is trying to keep a high Magicka base plus sustain. The end game is to deal the most damage possible at once and at the time of building this, Radiant Oppression (which boosts by total Magicka) was the most attainable goal.

Main Focus
PvE/Trials – Single Target DPS is best on bosses that are taunted.
PvP – If single targets are approachable, you can hit them like bosses but require constant buffing.

Class
Templar

Race – Primary
Altmer (High Elf)

Race – Secondary
Breton

Why Choose This Race?
At the time of the original build, I was used to a destruction staff so I wanted the extra damage/training. The foremost reason for either race is high magicka plus sustain. The High Elf also gives a boost to Reflective Light (flame) damage.

Attribute Points
  • Magica 54
  • Health 5
  • Stamina 5

Attribute Points Redistribution Explained
Health/Stamina of 5 to give a necessary boost to not be useless in dodge rolling, sneaking or meeting common PvP/Trial critical hits.
Everything else in Magicka to boost Radiant Oppression + Spell Dmg + Spell Crit % + Spell Resist.

Champion Points
The Warrior
Steed

  • Spell Shield = 25
    (Spell Resistance +1500: limit incoming AoE)
  • Resistant = 27
    (Critical Hit Dmg -10%: endure large single strikes)

Lady

  • Light Armor Focus = 35
    (Physical Resistance +2000: limit melee dmg)
  • Elemental Defender = 20
    (Flame/Frost/Shock/Magic Dmg -8.1%: limit ranged dmg)

Lord

  • Bastion = 10
    (Dmg Absorbing +5%: boost shields)
  • Quick Recovery = 10
    (Healing +4%: health sustain)
The Mage
Apprentice

  • Elfborn = 30
    (Spell Crit Dmg/Healing +10.8%: add dmg on crits)
  • Spell Erosion = 16
    (Spell Penetration +1000: overcome target resist)
  • Elemental Expert = 35
    (Flame/Forst/Shock/Magic Dmg +12%: add skill dmg)

Ritual

  • Thaumaturge = 48
    (D.O.T. +15%: powers three main dmg skills)
The Thief
Tower

  • Magician = 46
    (Magicka costs -10%)

Lover

  • Mooncalf = 15
    (Stamina Regen +5.5%: stealth/running sustain)
  • Arcanist = 37
    (Magicka Regen +12.5%: skill sustain)

Shadow

  • Tumbling = 30
    (Stamina (Roll Dodge/Break Free) -8.5%: AoE avoidance)
Armor and Gear

Armor

Main 5 Piece

Julianos [+1328 Spell Crit, +933 Magicka, +288 Spell Dmg]

  • Enchantments = Max Magicka (Magicka +351 each)
  • Trait = Nirnhoned (Physical/Spell Resist +290 each)

Additional 2 Piece

Transmutation

  • Enchantments = Max Magicka (Magicka +351 each)
  • Traits = (whatever you can find, I have Infused for +Magicka and Divines to boost Thief (crit chance) 6.5%)

Jewelry

Willpower [+1400 Magicka, +186 Spell Dmg]

  • Enchantment = Spell Dmg (Spell Dmg +174 each)
  • Trait = Arcane (Max Magicka +840)

Weapons

Bar 1

Sword of Transmutation x2 (Duel Wield = 6% Total Dmg Passive) [keeps 4 items in set]

  • Enchantment = Damage Shield (3200 for 5 seconds) for close encounters
  • Trait = Precise (Weapon Penetration +3%)

Bar 2

Restoration Staff of Transmutation [keeps 3 items in set]

  • Enchantment = Damage Shield (3200 for 5 seconds) for emergency situations
  • Trait = Sharpened (Spell Penetration +5000)
Skills
Active Abilities
  • Inner Light
  • Dark Flare
  • Reflective Light
  • Radiant Aura
  • Radiant Oppression
  • Ice Comet / Soul Strike
  • Retreating Maneuver / Aurora Javelin
  • Dampen Magic
  • Reflective Light
  • Breath of Life
  • Restoring Focus
  • Solar Prison
Passive Abilities
  • Class > Aedric Spear > Piercing Spear
  • Class > Aedric Spear > Spear Wall
  • Class > Aedric Spear > Burning Light
  • Class > Aedric Spear > Balanced Warrior
  • Class > Dawn’s Wrath > Enduring Rays
  • Class > Dawn’s Wrath > Prism
  • Class > Dawn’s Wrath > Illuminate
  • Class > Dawn’s Wrath > Restoring Spirit
  • Class > Restoring Light > Mending
  • Class > Restoring Light > Sacred Ground
  • Class > Restoring Light > Light Weaver
  • Class > Restoring Light > Master Ritualist
  • Weapon > Duel Wield > Twin Blade & Blunt
  • Armor > Light Armor > Evocation
  • Armor > Light Armor > Recovery
  • Armor > Light Armor > Spell Warding
  • Armor > Light Armor > Prodigy
  • Armor > Light Armor > Concentration
  • Alliance War > Support > Magicka Aid
  • Alliance War > Support > Combat Medic
  • Racial > High Elf Skills > Spellcharge
  • Racial > High Elf Skills > Gift of Magnus
  • Racial > High Elf Skills > Elemental Talent
  • Crafts > Alchemy > Medicinal Use
  • Crafts > Alchemy > Snakeblood
  • Crafts > Provisioning > Gourmand
  • Crafts > Provisioning > Connoisseur
  • Usual Helps (Soul Shatter, Soul Summons, Soul Lock, Intimidating Presence, Persuasive Will, Hirelings)

Mundus Stone(s)

The Thief

Slotted Skills and Rotation
Bar 1
  • Slot 1 – Inner Light
    (Slotted gives Magicka +5% and Spell Crit +2191)
  • Slot 2 – Dark Flare
    (1.1 second cast ball of magic dmg ~12000, defiles target and nearby enemies with -30% healing effectiveness 6 seconds, boosts next attack 20%)
  • Slot 3 – Reflective Light
    (3 enemies get 4255 radiant flame + 7488 over 6.5 secs, reducing their movement 40% and increase spell crit 2191)
  • Slot 4 – Radiant Aura
    (Slotted gives Health/Stamina/Magicka Regen +10%, Activate to give group Health/Stamina/Magicka Regen +20% for 18 seconds)
  • Slot 5 – Radiant Oppression
    (Does 12540 Magic Dmg over 2.8 seconds and up to +20% proportional to current Magicka. Targets <50% health take +330% Dmg)
  • Ultimate – Ice Comet / Soul Strike
    (13248 Cold Dmg & knockback enemies in 28 meters, -50% movement 8 secs + 3840 Cold * 10 seconds)
    (Soul Strike can be easily blocked / negated so only use with bosses because of quick regen)
Bar 2
  • Slot 1 – Retreating Maneuver
    (Movement +30%, removes and immunity to snares/immobilization)
  • Slot 2 – Dampen Magic
    (Damage Shield 10333 +5% * Light Armor pieces = 14500 for 6 secs)
  • Slot 3 – Reflective Light
    (Main multi-target attack from Bar 1)
  • Slot 4 – Breath of Life
    (Heal self + ally 8000, + another ally 4000)
  • Slot 5 – Restoring Focus
    (Physical/Spell Resist +5300, Healing +8%, Damage Taken -8% for at least 8 secs)
  • Ultimate – Solar Prison
    (3035 Magic Dmg * 10.4 secs to enemies in 28 meters, Synergy does 11588 Dmg and stuns them for 5 secs)

Rotation
Bar 2 = Use Focus & Dampen before a fight, switch
Bar 1 = pure attacks based on quantity of enemies; boss/player = Flare over and over until 50% health then Oppression
* Remember to use the Regen buff for group when possible

When health lowers or buffs end, switch back to 2, rebuff/heal and switch back.

Conclusion

Damage Tips

  1. Reflective Light will stack 20% extra damage and obtain the Flame charge from High Elf so spamming it helps against multiple targets – by the time you would run out of Magicka, everyone should be dead.
  2. Use Dark Flare but be aware of your fires, timing a target down to just under 50% health and switch to radiant oppression.  You can obtain oppression lock while the last flare hits and drain the target quickly.

Survivability Tips
Use [Orzorga’s Red Frothgar] for +5000 Health and Magicka Regen.  Without this, huge critical strikes will one-shot kill the character too often.  This is usually just needed for PvP or Trials/Dungeons.  Normal health should sustain in normal PvE however I find triple-regen drinks to be of great help.

Any Other Tips
The build thrives when grouped.  You can solo quest in PvE without fear but when a group is available to keep targets busy via taunt, etc, the DPS can wipe them out while not worrying about health and stamina when dodge-rolling.

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