Main Role: Damage
Health, Magicka, Stamina
Weapon 1: Dual Wield
Templar SkillPower of the Light
Dual Wield SkillBlood Craze
Assault SkillResolving Vigor
Templar SkillBiting Jabs
Templar SkillBinding Javelin
Fighters Guild SkillDawnbreaker of Smiting
Weapon 2: Two Handed
Medium Armor SkillShuffle
Two Handed SkillRally
Templar SkillRestoring Focus
Templar SkillExtended Ritual
Fighters Guild SkillDawnbreaker of Smiting
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
Changes to sustain are coming, and that's all I can confirm. What changes I know are hearsay to me until I actually see it. What I keep hearing is cost reduction is going away, recovery down to something like 16% from 25% with 100 CP invested (all these changes pertains to the CP system by the way) and Tumbling being split up. Again, hearsay until I see it. No cost reduction severely hurts the current heavy armor meta. I present you a possible solution.
I do not claim this build to be my own. I bounce a lot of ideas from others and put it together. I try to make these builds as easily obtainable as possible. If it works for me, it might work for you. I'm just posting the best I can do.
5 Bone Pirate + 'Dubious Camoran Throne' drink
Chest, waist, legs, feet, hands. All Prismatic enchants. This is a Medium armor set that drops in Blackheart Haven. If you didn't get the drink recipe from the Jester Festival, you can buy it in guild stores or just buy a stack of the crafteddrink
2 Piece Monster Set
Mix or match to fit your playstyle. Both pieces in Heavy armor, both Prisamtic enchants. My top picks in order are Troll King, Velidreth, Blood Spawn, Selene's, Slimecrawl, 1 piece with weapon damage and 1 piece with stamina recovery. Troll King provides the best survivability. Velidreth procs off all damage, Selene only procs off direct damage meaning it doesn't proc off DoTs. Selene hits harder but only one target, while Velidreth is cleave AoE hitting multiple targets. Templars now have the cheapest Ultimate in the game and you can do crazy things with Blood Spawn and also still be very tanky in medium armor. Slimecrawl buffs all your damage across the board, including slotted poisons. Last option is for balance of damage and sustain.
Regarding Undaunted, going 5-1-1 is not worth it. The difference is very small from a 5-2 setup. For PvE I always go 5-1-1 for max damage, but this build is for PvP. You need to think about your survivability, and we need to get the most health and resistence out of this build.
*Prismatic enchants are expensive, but it is going to give you the best balance for this build. We used to get all our extra health from heavy armor passives. We need to compensate for wearing medium. Not only do we hit the sweet spot for minimum health in PvP, but we also gained a lot of magicka which means more cleanses and more survival. The most crazy part about this whole setup I think is that we still have a lot of stamina!
Well-fitted and Impen. I recommend at the very least 2 well-fitted.
3 Agility Jewelry
All Weapon Damage enchants.
Front Bar: Dual Wield
2 Seventh Legion/Leki. Simply for more weapon damage. Main hand, axe with poison enchant. Off hand, sword with disease enchant. Both sharpened. Sword for extra damage across the board. Axe for bleed damage. Bleed damage is very useful as it is considered true damage which means it cannot be mitigated by damage shields or any amount of resistences.
Back Bar: 2H
Defending Axe with double health drain poison slotted. Maelstrom 2h Axe would be best in slot because the weapon damage doesn't get suppressed by poisons, so that extra flat weapon damage helps with healing. I don't have it, so I'm just using a random piece I bought from a guild store.
There are no damage skills on back bar, so we are not going to benefit from anything else other than an axe for bleed damage. Defending will stack with restoring focus and makes a medium armor build almost as tanky as heavy armor. You can run empowering sweep on this bar, hit multiple targets, and be extremely tanky for a brief period.
Immovable (columbine, blessed thistle, namira's rot). You need the speed for this playstyle. With medicinal use maxed out, you can have 100% up time on the speed buff and stamina recovery. Immunity to knock backs and disabling effects is a must have in PvP. I do think it is BS that this buff only lasts 15 seconds while snares and roots have no cool down and is being spammed by multiple enemies. If you want to survive a little longer in outnumbered situtions, you need this potion. Expensive, but worth it!
64 into stamina
Check out FearTurbo's stamplar build 'Rage' for insight on theory, skills, and playstyle. I got the idea about the gear from BakerofCakes and Alcast. I'll give credit where credit is due.
You'll notice this build has no gap closer or execute. You kill with accumulative damage. Power of the Light, javelin, close in (orc speed and immovable pots) with a heavy attack into a bloodcraze and jab away. If your ultimate is up, dawnbreaker the moment before Power of the Light goes out for huge burst. All that stored damage will explode PotL in 6 seconds. Remember to keep your buffs up. So many players die because they are so engaged on doing damage that they forget to buff up and are dead within seconds. While on back bar and if you are within range, light or heavy attack in between your buffs to proc that bleed. Repent those dead bodies. You have crazy sustain on this build between bone pirate, repentence, a little bit from constitution heavy armor passive and heavy attacks. I have ZERO points into cost reduction and only 16% into mooncalf. With a potion, stamina recovery is over 2k! Your weapon damage on this build should be around 3.5-3.6k. I'd say that's pretty darn good.
I am new to this playstyle but it is different, and it is fun. It is weird not having a gap closer, but I noticed my survivability improved immensely as it forced me to assess the battefield and my next target.
Champion Point Tips
I set this up to reflect expected changes. Obviously, there could be other changes Zenimax might make on Champion Point System. I'm just going with what I've heard so far.
120 points between Hardy and Elemental Defender. You can do an even split of 60/60 or invest more into one over the other depending on what you're fighting the most. The important thing here is we want to unlock the unchained passive. Most expensive skill will be shuffle. Break free from crowd control and pop shuffle. That is priority. Keep telling your brain that and you'll start to remember so it becomes second nature.
We are not wearing light armor so Light Armor Focus is useless to us. We have extended ritual so investing into thick skinned is also useless. You can cleanse curses, poison injections, reaper marks, poisons, burning embers, etc., etc. 5 negative effects you can cleanse at one time. Poof, DoT damage gone. Do not invest into Thick Skinned!
75 into Resistent. This does two things. More crit resistence, and we unlock the Resilient passive. Yes the heal from it is crap, but if wearing Troll King this passive will passively proc the set. Love it. If not wearing Troll King, you can lower this until you're happy with your crit resist and put the leftover points into Quick Recovery under the Lord.
5 into Quick Recovery. We already get 4% healing received as an Orc. This will give you another 2%. This effects bloodcraze, rally and extended ritual.
100 Mighty, 48 Thaumaturge, 27 Precise Strikes. Nothing into piercing as penetration is nullified anyways when bleed procs. All the passives in this tree are useful.
20 into Shattering Blows. This will really amp bleed damage against damage shield spammers. Magic DKs and Sorcs in particular. There seems to be a lot of them at the moment.
5 into Blessed. This effects vigor.
OK, now for the green trees. Stamina recovery, roll dodge, break free, and sprinter are going to be your friends to help you sustain in outnumbered fights. Again, this is reflecting expected changes to sustain. I'm just doing this for fun, but you can run with what you like. This is what I am currently running and it's still pretty effective.
53 into Mooncalf. That's 16% stamina recovery. Remember, this is supposedly getting nerfed down from 25% if 100 points were into here which I will be doing when the time comes. Arcanist is not going to help us at all since we are not stacking magicka recovery on this build. Ideally I'd like to unlock the windrunner passive but whatever.
47 into Tenacity. Just to put the rest somewhere else for now. Although it does help with sustain a little bit so its not completely useless.
39 into Tumbling. Now, roll dodge and break free is supposedly getting split up. I'd invest for 10% like I always do, so I need to put another 39 points somewhere else. Oh, keep in mind we are getting skill and roll dodge cost reduction and stamina recovery from medium armor passives. You're not going to have any issues on sustain with this build.
15 into Shade. Not completely useless for open world.
10 into Shadow Ward. Usefull for blocking big attacks on our back bar.
36 into Sprinter. Again, no gap closer. We rely on Orc passives and speed pots to get the job done. This helps.
5 stars man i will use