Templar Damage Dealer: Heavy Attack
One bar, all from range. Heavy Attacks between three long-range Templar skills, with group Weapon and Spell Damage from Bright Harbinger.
Overview
This Templar channels fully charged Lightning Staff Heavy Attacks and casts Templar skills from 28 metres away. Oakensoul Ring locks you to one bar and covers most of the Major and Minor buffs you need.
Vampire's Bane burns the boss for 30 seconds, Blazing Spear adds area damage and a synergy, and Power of the Light bursts for more the more damage you deal in the meantime. Every Dawn's Wrath cast gives the group Armor from Illuminate and, with Bright Harbinger, Weapon and Spell Damage too.
There's no published parse for this exact bar yet. The older subclassed version did about 120k with Rakkhat's Voidmantle; we expect this one to land around 100k on the 21 million Health dummy. Lightning Staff Heavy Attacks hit enemies around the target, so it cleaves trash without changing anything.
Strengths
- Fully ranged: every skill reaches 28 metres.
- Group Armor and Weapon and Spell Damage from Dawn's Wrath casts, and Major Maim from Solar Prison.
- A strong self-heal in Honor the Dead that refunds its cost.
Weaknesses
- Much less damage than the melee Templar.
- No published parse yet: our estimate is from the older subclassed version.
- Stuns and knockbacks break your channel: drink an Immovability potion in fights that have them.
Buffs and debuffs you bring on bosses
Enemies get
Your group gets
Class Mastery
Pure-class characters with all three class lines at rank 50 can slot two Class Mastery passives (added in Update 50).
When Burning Light triggers, your Templar skills deal extra damage for a few seconds.
Your Dawn's Wrath casts also give the group Weapon and Spell Damage, twice as much for you.
DPS Simulation
The Boss setup played by the DPS Simulator on the 21 million Health Trial dummy, with its group buffs and debuffs, Light Attack weaving and a full Ultimate bar to start. It's #14 of 16 for single target on the tier list, #14 overall.
- Simulated DPS
- 92,354
- Fight
- 227.4 s
- Front bar
- 6,621 damage · 55% crit · 125% crit damage
Where the damage comes from
Radiant Oppression25.7%- HAHeavy Attack24.4%
Power of the Light9.9%
Unstable Wall of Elements7.0%- LALight Attack6.8%
Blazing Spear6.6%- •Burning Light5.9%
- GLShock glyph5.0%
- …Everything else8.7%
Damage type
- Flame4.9%
- Shock43.3%
- Magic41.7%
- Physical10.1%
84.3% direct, 15.7% over time.
Group buffs it leans on most
Major Vulnerability−8.5k
Major Slayer−7.1k
Major Courage−5.5k
Roar of Alkosh−5.0k
Major Breach−4.9k
Minor Savagery−4.3k
DPS lost if the group didn't bring it.
A simulation, not a parse: it uses UESP tooltip numbers, plays a clean rotation and assumes you sustain it. Light Attack, status effect and pet damage are estimates. Open this run in the DPS Simulator to change gear, buffs or the rotation and see the full breakdown.
Skill Setups
Every damage dealer build has a Boss setup for single targets and a Trash setup that swaps a slot or two for packs. The gear stays the same for both.
Single target: every slot either hits the boss harder or buffs you. Keep your damage over time effects and buffs up, then spam your spammable in between.
What this setup brings
Enemies get
Your group gets
| Slot | Skill |
|---|---|
| Bar 1 | Unstable Wall of Elements Destruction Staff Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka Area damage that explodes when it ends, and Off Balance on Concussed enemies inside it, so your Heavy Attacks hit them 70% harder. |
| Bar 2 | Vampire's Bane Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 30 secondsCost: 2,970 Magicka 30 seconds of flame damage on the boss for one cast. A Dawn's Wrath skill, so it sets off Bright Harbinger. |
| Bar 3 | Blazing Spear Aedric Spear Cast time: InstantRange: 28 metresDuration: 10 secondsCost: 2,970 Magicka Area damage for 10 seconds where it lands, with the Spear Shards synergy for an ally. |
| Bar 4 | Power of the Light Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 1,337 Stamina Marks the boss for 6 seconds, then bursts for up to three times as much depending on the damage you dealt it. |
| Bar 5 | Honor the Dead Restoring Light Cast time: InstantCost: 4,590 Magicka Your heal. Healing yourself below 75% Health refunds some of its Magicka. |
| Bar R | Solar Prison Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 8 secondsCost: 250 Ultimate 8 seconds of damage and Major Maim on everything in the area, with a big synergy for an ally. |
Open the Boss setup in the Build Editor to change skills, gear and stats.
Simulate it on the Trial dummy to see its DPS, where the damage comes from and what each buff is worth.
The same bar. Unstable Wall of Elements and Blazing Spear hit the whole pack, and Lightning Staff Heavy Attacks hit enemies around the target. Open big pulls with Solar Prison.
What this setup brings
Enemies get
Your group gets
| Slot | Skill |
|---|---|
| Bar 1 | Unstable Wall of Elements Destruction Staff Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka Area damage that explodes when it ends, and Off Balance on Concussed enemies inside it, so your Heavy Attacks hit them 70% harder. |
| Bar 2 | Vampire's Bane Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 30 secondsCost: 2,970 Magicka 30 seconds of flame damage on the boss for one cast. A Dawn's Wrath skill, so it sets off Bright Harbinger. |
| Bar 3 | Blazing Spear Aedric Spear Cast time: InstantRange: 28 metresDuration: 10 secondsCost: 2,970 Magicka Area damage for 10 seconds where it lands, with the Spear Shards synergy for an ally. |
| Bar 4 | Power of the Light Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 1,337 Stamina Marks the boss for 6 seconds, then bursts for up to three times as much depending on the damage you dealt it. |
| Bar 5 | Honor the Dead Restoring Light Cast time: InstantCost: 4,590 Magicka Your heal. Healing yourself below 75% Health refunds some of its Magicka. |
| Bar R | Solar Prison Dawn's Wrath Cast time: InstantRange: 28 metresDuration: 8 secondsCost: 250 Ultimate 8 seconds of damage and Major Maim on everything in the area, with a big synergy for an ally. |
Open the Trash setup in the Build Editor to change skills, gear and stats.
Simulate it on the Trial dummy to see its DPS, where the damage comes from and what each buff is worth.
Flex skills
Swap these in when the fight or your group calls for it.
Execute: swap it in for Blazing Spear in the last 40% on single-target fights.
Your own Major Breach, for mechanics that take you away from the group. Replace Blazing Spear first.
A heal over time, if Honor the Dead isn't enough.
Passives
The passives that shape this build. They come with the skill lines, so there's nothing to slot.
Fully charged Lightning Staff Heavy Attacks hit enemies near your target too.
More Critical Damage, always on.
Armor and Weapon and Spell Damage for each Templar skill slotted.
12% more Critical Damage from 6 Medium pieces.
Offensive Penetration from 1 Light piece.
Max Health, Magicka and Stamina, since your gear has all three armour weights.
Gear
Sergeant's Mail on the chest, two jewellery pieces and the staff stacks Heavy Attack damage, and Storm Master on five Medium pieces adds Light and Heavy Attack damage when a Heavy Attack crits. Slimecraw is a one-piece helm for Critical Chance and Minor Berserk, and Oakensoul Ring holds the build together. The Shock glyph Concusses the boss, which Unstable Wall of Elements turns into Off Balance; use Flame instead if your group already keeps Off Balance up.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Enemies get
Your group gets
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Slimecraw Medium (monster) | Divines |
| Shoulders | Storm Master Medium | Divines |
| Chest | Sergeant's Mail Heavy | Divines |
| Hands | Storm Master Medium | Divines |
| Waist | Storm Master Medium | Divines |
| Legs | Storm Master Medium | Divines |
| Feet | Storm Master Medium | Divines |
| Neck | Sergeant's Mail Jewellery | Bloodthirsty |
| Ring 1 | Sergeant's Mail Jewellery | Bloodthirsty |
| Ring 2 | Oakensoul Ring Jewellery (mythic) | Bloodthirsty |
| Front: main hand | Sergeant's Mail Lightning staff (two-handed) | Precise |
Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.
What the sets do
1 piece · Wayrest Sewers I (veteran) + Undaunted chest
Only 1 of 2 pieces, so the top bonus is off.
- (1 item)Adds 657 Critical Chance.
- (2 items)Adds 113 Critical Chance.
- (2 items)Gain Minor Berserk at all times, increasing your damage done by 5%.
5 pieces · Tempest Island
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal Critical Damage with a fully-charged Heavy Attack, your Light and Heavy Attacks deal an additional 1542 damage to monsters for 8 seconds. This effect can occur once every 5 seconds.
5 front / 3 back · Wayrest Sewers
Full bonus on the front bar only.
- (2 items)Adds 1206 Maximum Health.
- (3 items)Adds 129 Health Recovery.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal damage with a Heavy Attack, you gain a stack of Sergeant's Focus for 5 seconds, increasing the damage of your Heavy Attacks by 645 per stack. This effect can occur once every second and stacks up to 4 times.
1 piece · Antiquities
- (1 item)While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.
Alternative sets
About 2% more damage than Storm Master, in Light, but only for attacks in melee range. Take it if you'll stand next to the boss anyway.
The full damage version: Heavy Attacks hit 50% harder. It replaces Oakensoul, so you run two bars and bring your own buffs; about 10% more damage.
Heavy Attack monster set, in place of Slimecraw when you drop Oakensoul.
Crafted fallback for either body set: Critical Chance, more while you stand still.
Crafted fallback for Sergeant's Mail. An all-crafted build does about 20% less damage.
Champion Points
Slottable stars only. Spend passive points in each tree along the path to these stars.
- Weapons Expert
20% more Light and Heavy Attack damage: most of this build's damage.
- Backstabber
Critical Damage when you hit from the flank.
- Deadly Aim
More single-target damage.
- Wrathful Strikes
Weapon and Spell Damage on every damaging skill.
- Boundless Vitality
Max Health, so one-shot mechanics don't kill you.
- Fortified
Armor, for the hits you can't block.
- Celerity
10% Movement Speed.
- Expert Evasion
A free roll dodge, since you can't spare the resources mid-channel.
- Steed's Blessing
Run between pulls faster.
- Gifted Rider
Faster mount.
Good swaps
Your damage heals you, if you need more healing.
More area damage, in place of Deadly Aim on trash.
Race
Max Magicka and Weapon and Spell Damage, and less damage taken while you channel.
- also goodDark Elf
Max Magicka and Stamina and Flame damage. Strong on every build.
- 4-playerKhajiit
Critical Damage and Healing. Better in dungeons, where you rarely hit the Critical Damage cap.
Mundus
More Critical Chance. Divines on the armour makes it bigger.
- PenetrationThe Lover
Penetration, if your group doesn't bring Crusher, Alkosh or Tremorscale.
Attributes
Every skill you cast scales from Max Magicka and Weapon and Spell Damage. Food and Boundless Vitality give you enough Health for normal content; move points into Health only if you keep dying to mechanics while you learn a fight.
Food
Max Health and Max Magicka. Enough Health to live, and Magicka for damage.
- full damageTomato Garlic Chutney
Max Magicka only, for under 1% more damage when you can do without the Health.
Potions
Oakensoul Ring already gives Major Brutality and Major Savagery, so drink Major Resolve and Health instead.
- stunsImmovability potion
Immune to stuns and knockbacks, so nothing interrupts your channel.
Gameplay
- 1Pre-cast Vampire's Bane and Blazing Spear as the pull starts.
- 2Fully charge a Heavy Attack, then cast one skill, then the next Heavy Attack. Only cast what's running out, most important first: Solar Prison when it's ready, Vampire's Bane, Power of the Light, Unstable Wall of Elements, Blazing Spear.
- 3Don't cut a Heavy Attack short. Sergeant's Mail and the Tri Focus cleave both want the full channel.
- 4Stand anywhere in range. If you take Noble Duelist's Silks instead of Storm Master, stand next to the boss.
FAQ
What's the difference between the Boss and Trash setups?
The same bar. Unstable Wall of Elements and Blazing Spear hit the whole pack, and Lightning Staff Heavy Attacks hit enemies around the target. Open big pulls with Solar Prison. Your gear stays the same.
What gear do I need for the Templar damage dealer?
Slimecraw, Storm Master, Sergeant's Mail, Oakensoul Ring. The Alternative sets list easier sets to start with.
Does this Templar still help the group?
Yes. Every Dawn's Wrath cast, Vampire's Bane, Power of the Light and Solar Prison, gives the group Armor from Illuminate and Weapon and Spell Damage from Bright Harbinger.