Welcome to my Magicka Templar (Magplar) PvP Build for the Flames of Ambition patch.
This build utilizes the revamped Champion Points system and the new Armor Bonuses to get a surprising amount of damage and healing power, lots of damage mitigation, and a very cheap cost for the core-abilities.
If you’re looking for a very strong build that has a lot of damage, but still enables you to survive very easily in difficult scenarios and even massively outnumbered fights during the no-procs period of Cyrodiil, you’ve come to the right place!
Setup
Before we get started, it’s important to keep in mind while viewing and using this build, that it’s meant specifically for Cyrodiil, as for the next 6 months, there will be a very limited pool of item sets that are usable in Cyrodiil, and are available to use in builds. This means that while this build is incredibly powerful in a no-procs ruleset environment, like Cyrodiil of this patch, it may not perform quite as well in places where proc sets and more set choices are available, such as Battlegrounds and out-of Cyrodiil duels.
Race
The optimal race for this build is Breton. This race helps you sustain magicka skills better than any, and increases your spell resistance and your magicka pool as well.
Other good alternatives for races would be Dark Elf, Argonian and High Elf.
Mundus
The mundus stone we are using on this build is The Atronach, since Major Intellect, a buff that grants us extra magicka regeneration was nerfed this patch, and this mundus allows us to mitigate that loss and sustain our magicka better.
Vampirism
We play as a Stage One vampire on this build, as we want to benefit from Mist Form which enables us to kite enemies and mitigate a lot of damage well, but without suffering too much of the vampirism penalties.
Skills
Note: For the full explanation on why we use all these skills and how to utilize them effectively, make sure to check out the build video (Coming Soon).
Passives
Aedric Spear Templar
All Passives
Dawn’s Wrath Templar
All Passives
Restoring Light Templar
All Passives
Light Armor Armor
All Passives
Medium Armor Armor
All Passives
Heavy Armor Armor
All Passives
Destruction Staff Weapons
All Passives
Vampire World
Unlock only the passives that work with your preferred stage of Vampirism.
The recommended stage for this build is Stage One, for which you need to unlock only Dark Stalker
Undaunted Guilds
All Passives
Assault Alliance War
All Passives
Racial Character
All Passives
Alchemy Crafting
Unlock only Medicinal Use
Gear
Impen
Tri-Stat
medium
Impen
Tri-Stat
medium
Well-Fitted
Tri-Stat
heavy
Well-Fitted
Tri-Stat
light
Well-Fitted
Tri-Stat
light
Well-Fitted
Tri-Stat
medium
Well-Fitted
Tri-Stat
light
Infused
Mag Regen
Infused
Mag Regen
Infused
Spell Damage
Sharpened
Shock Damage
Front Bar
Infused
Weapon Damage ( Berserker )
Back Bar
Monster Sets
With the no-procs ruleset being implemented in Cyrodiil, we can’t use 2 pieces of the same monster set and get the 2-piece bonus. We can, however, use two different one-pieces of two different monster sets, Swarm Mother and Domihaus, to get a lot of Max Magicka and Max Stamina from the 1-piece bonus of both, combined.
Main Sets
Spinner’s Garments – Out of all the damage sets within the limited pool of the no-procs ruleset, Spinners is the most damaging one. It gives us a lot of Spell Penetration, increases our Spell Damage, and contributes to our Max Magicka pool.
Law of Julianos – This is yet another very offensive set. It increases our Spell Damage, our Max Magicka and our Critical Rating. While sets like Crafty Alfiq might be better for consistent damaging, Julianos is a crafted set, which enables us to be a bit more dynamic with the weights of our armor pieces, to benefit the most out of those.
Minor Sets
Willpower – Using two pieces of this set gives us a little bit of Max Magicka on our back bar, to improve our healing power. We don’t benefit much from the last two bonuses of Spinner’s on our backbar, so Willpower is a nice set to use only on the back bar to gain some additional stats.
Note that Willpower can be replaced with a Master’s Sword and Shield to further increase your healing power, but this will reduce your overall damage due to your backbar enchant being only half as powerful if you don’t use it on a staff.
Weights & Traits
Weights – This patch, we are no longer forced to use 5 pieces of any type of armor, as there are no longer such limitations on any of the Armor Passives, and we are not using any active armor skills. This allows us to make the best of both worlds by combining 3 pieces of Light Armor and 3 pieces of Medium armor – both of which allows us to make our Roll Dodge cost very very cheap, and one piece of Heavy Armor to enjoy the full benefits of the Undaunted passives.
Well Fitted – A lot of our traits are Well-Fitted in this build, since our main method of damage-prevention is roll dodging. Between the armor types, the Well Fitted trait and the new CP stars, we are able to reduce the cost of Roll Dodge to only about two thousands, which proves incredibly effective to help us survive when we are playing outnumbered or running away from a big zerg.
Consumables
Food
We use Bewitched Sugar Skulls since this one food gives us all: Max Health, Max Magicka, Max Stamina and Health Recovery.
Potions
We use Spell Power Potions (made with Lady’s Smock, Corn Flower and either Water Hyacinth or Namira’s Rot) which grant us the very valuable Major Sorcery, Major Intellect and Major Prophecy buffs.
Champion Points
Craft (0)
Warfare (700)
Fitness (787)
Increases your damage done with area of effect attacks by 2% per stage.
BONUS
10% damage done
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
Grants 132 Critical Resistance per stage.
BONUS
660 Critical Resistance
Increases your damage done with damage over time effects by 2% per stage.
BONUS
10% damage done
Grants 160 Critical Chance per stage.
BONUS
640 Critical Chance
Grants 260 Max Magicka per stage.
BONUS
1040 Max Magicka
Increases your Healing Done by 1% per stage.
BONUS
4% Healing Done
Grants 260 Max Stamina per stage.
BONUS
1040 Max Stamina
Extended Might
Grants 350 Offensive Penetration per stage.
BONUS
1400 Offensive Penetration
Extended Might
Increases your chance to apply a Magical status effect by 30% per stage.
BONUS
60% increased chance
Extended Might
Increases your chance to apply a Martial status effect by 30% per stage.
BONUS
60% increased chance
Extended Might
Grants 100 Weapon and Spell Damage to Magical attacks.
Affects Magic, Flame, Frost, and Shock Damage.
Extended Might
Grants 100 Weapon and Spell Damage to Martial attacks.
Affects Physical, Poison, Disease, and Bleed Damage.
Increases your damage done with damage over time effects by 2% per stage.
BONUS
10% damage done
Increases your damage done with area of effect attacks by 2% per stage.
BONUS
10% damage done
Staving Death
Increases your Healing Taken by 1% per stage.
BONUS
4% Healing Taken
Staving Death
Reduces the damage you take from Magical attacks by 1% per stage.
ffects Magic, Flame, Frost, and Shock Damage.
BONUS
4% damage reduction
Staving Death
Reduces the damage you take from Martial attacks by 1% per stage.
Affects Physical, Poison, Disease, and Bleed Damage.
BONUS
4% damage reduction
Staving Death
Grants 132 Critical Resistance per stage.
BONUS
660 Critical Resistance
Staving Death
Reduces your damage taken from non-player attacks by 2% per stage.
BONUS
8% damage reduction
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
Grants 34.6 Armor per stage.
BONUS
1730 Armor
While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
BONUS
25% cost reduction
Increases Magicka and Health Recovery while under the effects of Crowd Control Immunity by 40 per stage.
BONUS
200 Health and Magicka Recovery
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
Grants 34.6 Armor per stage.
BONUS
1730 Armor
Reduces the cost of Roll Dodge by 120 Stamina per stage.
BONUS
360 cost reduction
Reduces the cost of Break Free by 110 Stamina per stage.
BONUS
440 cost reduction
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
Increases Magicka and Health Recovery while under the effects of Crowd Control Immunity by 40 per stage.
BONUS
200 Health and Magicka Recovery
Reduces the duration of Elemental Status Effects applied to you by 5% per stage.
BONUS
25% reduced duration
Reduces the cost of Sprint by 20 Stamina per stage.
BONUS
80 cost reduction
Increases your movement speed when Sprinting by 2% per stage.
BONUS
8% Movement speed
Grants 280 Max Health per stage.
BONUS
1120 Max Health
Increases your Stealth Detection by 1 meter per stage.
BONUS
3 meters
While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
BONUS
25% cost reduction
Return to life after resurrection with 5% more resources per stage.
BONUS
25% more resources
Reduces the cost of Block by 20 Stamina per stage.
BONUS
80 Block cost reduction
Increases the amount of damage you can block by 2% per stage.
BONUS
6% Block mitigation
Increases your Movement Speed while Bracing by 3% per stage.
BONUS
15% Movement speed
Reduces the cost of Bash by 45 Stamina per stage.
BONUS
135 cost reduction
Increases your Bash damage by 60 per stage.
BONUS
240 increased damage
The Craft CP tree doesn’t effect combat directly, and is entirely up for each player to set up for their own playstyle.
Our personal suggestions will be added soon.
NirnStorm is a content creator on Twitch and on YouTube. He currently plays and streams mainly The Elder Scrolls Online, with a focus on end-game PvP, and occasionally some different games such as Witcher, Among Us, Apex Legends and many others!