Templar’s Last Night Mother
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
18,000 - 20,000 | 12,000 - 15,000 | 25,000 + |
Skills
Bar 1
Weapon 1: One Handed And Shield
Templar Skill
Explosive Charge
One Hand And Shield Skill
Ransack
One Hand And Shield Skill
Power Slam
One Hand And Shield Skill
Defensive Stance
Templar Skill
Honor The Dead
Support Skill
Reviving Barrier
Bar 2
Weapon 2: Dual Wield
Templar Skill
Biting Jabs
Dual Wield Skill
Bloodthirst
Dual Wield Skill
Flying Blade
Dual Wield Skill
Quick Cloak
Templar Skill
Repentance
Fighters Guild Skill
Flawless Dawnbreaker
Armor Types
Light Armor | Medium Armor | Heavy Armor |
0 | 2 | 5 |
Gear and Item Set Info
Head Heavy Alessia's Bulwark Armour Max Stamina Shoulder Medium Alessia's Bulwark Mundus Max Health Body Medium Night Mother Mundus Max Health Arms Medium Alessia's Bulwark Mundus Max Health Legs Medium Night Mother Armour Max Stamina Feet Heavy Alessia's Bulwark Armour Max Stamina Belt Medium Night Mother Enchan. Max Stamina Pendant Agility Ring Endurance Ring Endurance Shield Agility Sword Agility Sword Night Mother's Sword Night Mother's Mundus Stone: Serpent (Increased Combat Stamina Recovery)
General Info
This is a heavy adjustment of the Jack of All-essia's Trade build on this site. It sacrifices some of that build's Survivability for Higher Stamina lots of multi-hit abilities with a relativity high crit chance and de-buffs to deal more damage. If you like your combat right in the front of the fight, this build is much more suitable. What I like about this build is that almost all of the equipment is home-crafted, meaning you don't have to grind high-level Group Dungeon activities in order to win fights (The exception to this is the Imperial City items which are not uncommon items for sale in guild traders). In PVP, Try as often as possible to start combat with the Shield ability bar equipped. Spend some Magic on your gap closer, Explosive Charge. This only stuns if you hit someone while casting, which many see a big disadvantage; however, this is not your main Stun ability on this build and the AOE damage not only gives the build some PVE credibility, but is good in Group combat as low health players tend to get closer. The second stage of combat involves a combo of Ransack, which is your primary attack on this ability bar, and Power Slam. Ransack is low cost, relatively high damage, and has a great de-buff; hard to argue with that! With Physical resistance reduced, Power Slam is the main stun ability and provides Disorientate - providing a 15s buff for Dual Wield skills damage. ***Sometimes in hectic combat, you can get stuck here and cycle between charges blocking and ransack. This is not so good for PVP (unless fighting a sorc where with this bar there are more than enough abilities to cut their stamina so low they can't fight back) but great when taking a keep in a group because it focuses the NPCs on you, leaving others around you to take out PVP players, use siege, etc. While using this build I often force myself into situations where I am shielding revivers, or drawing defender "fire" from a siege wall. 3rd stage is to switch bars, hit Biting Jabs (higher crit) and weave light attacks with Blinding Flurry, topping up Biting Jabs every 2x Flurry if the fight continues for a long time to keep the weapon critical buff up. During the 3rd stage of this build's tactics don't forget the buffs available to you should the difficulty or length of the fight require it. Flying Blade slows enemies trying to flee and increases your Weapon Damage (it also has great range and low cost!). Quick Cloak also allows you to catch up with runners - and run away! - but also negates AOE attacks and provides some damage over time (good for tanks). Finally, remember that you can heal yourself and 1 other while tanking damage (Honour the Dead providing increased magicka recovery most of the time thus enabling more Explosive Charges or more heals in quick succession), and you can also heal and leech Stamina from the dead around you with Repentance. --- In PVE it is usually best to play defensive in close proximity to the healer until the enemies are losing their health or a quick burst of damage is required due to boss mechanics. With this build you can keep the healer safe from big threats allowing them to focus on healing the other members, provide some healing yourself (and a differing method of Protection utilising your Shield bar Ultimate) - but you also have a lot of single-target debuffs and damage output; thus since the update to the game disallowing Stamina Regen in block you make a good substitute for a "real" tank build.
Champion Point Tips
Below are the Champion point Suggestions. Besides the three priorities listed for each, adjust to your personal preference; for example, 1 point elsewhere when you have 5 in the three listed (5-5-5-1). All below arranged by Priority: Warrior: 1. Reduced Frost, Flame, Shock Damage 2. Increased Physical Resistance (medium armour set) 3. Reduced Blocking Cost Thief: 1. Stamina Recovery 2. Reduced Break Free Cost 3. Reduce Stamina ability cost Mage: 1. Increased Physical Damage 2. Increased Crit Damage 3. Increased Dealing dealt